Bibliography

We aim to keep an up-to-date selective bibliography, with links to online resources and in the SSSMG Repository. SSSMG members can submit entries as well as 'claim' anything they have authored themselves by completing this form.

You can filter using the 'search' field (separate your terms with spaces) and sort by any column by clicking it. (For instance, for all entries published in 2011 with the keyword "dynamic", try searching "2011 dynamic".) We are using the RILM classification system for document types (Media).

SurnameForenameAdditional AuthorsUnit TitleSourceYearMediaExternal LinkKeywordsSSSMG Repository Link
AavSebastianAdaptive Music System for DirectSoundUniversity of Linköping Campus Norrköping2005DM (M)https://www.diva-portal.org/smash/get/diva2:21635/FULLTEXT01.pdfdynamic music; DirectMusic; tools; middleware
AbrahamBenHalo and MusicIn Ben Cuddy (ed.) Halo and Philosophy: Intellect Evolved (Chicago: Open Court); 61-70 2011ACHalo; Martin O'Donnell; FPS; interactivity; soundscape; sound effects
AhlersMichaelMusik in Videospielen: Zwischen 8-Bit-Ästhetik und adaptivem KlanggeschehenMusikforum; Heft 2/2009; 41-442009APhistory; adaptive music; 8-bit; technology
AljanakiAnjaFrans Wiering; Remko C. VeltkampStudying Emotion Induced by Music through a Crowdsourcing GameInformation Processing & Management 52/1; pp. 115-282016APhttp://www.sciencedirect.com/science/article/pii/S0306457315000424emotion; crowdsourcing; serious games; music information retrieval; Music Emotion Recognition; Geneva Emotional Music Scale
AlloucheKhalidHomam Albeiriss; Redouane Zarghoune; Juha Arrasvuori; Antti Eronen; Jukka HolmImplementation and Evaluation of a Background Music Reactive GameIE '07 Proceedings of the 4th Australasian conference on Interactive entertainment. RMIT University2007AStechnology; experimental; empirical; Briquolo; reactive games; game design
AlvesValterLicínio RoqueGuidelines for Sound Design in Computer GamesIn Mark Grimshaw (ed.); Game Sound Technology and Player Interaction: Concepts and Developments (Hershey; PA); 362-3832011ACSound design; enrichment; experience; intentional sound design; multi-disciplinary; emotion; context; acoustic ecology; soundscape; resonance; entrainment; sound layers
AnderssonAnders-PetterBirgitta CappelenMusical Interaction for Health ImprovementIn Karen Collins; Bill Kapralos; Holly Tessler (eds.); The Oxford Handbook of Interactive Audio (Oxford: Oxford University Press)2014AChealth; sound design; interaction design; tangible interaction; musicking; co-creation; disability; empowerment; music therapy
AndrewLydiaThe Collaborative Art of Game MusicIn Melanie Fritsch and Tim Summers (eds) The Cambridge Companion to Video Game Music (Cambridge: Cambridge University Press); xxxiii-xxxv2021ACAssassin's Creed; audio director; Syndicate; Odyssey; Greece; Greek; The Flight; Aulos; Tripod; Austin Wintory
ArditiDavidVirtual Jam: A Critical Analysis of Virtual Music Game EnvironmentsIn Michael Austin (ed.); Music Video Games: Performance; Politics; and Play (London: Boomsbury)2016ACpolitical economy; cultural studies; popular music; internet; DAW; Pro Tools
AristopoulosMariosReview of The Game Audio Strategy Guide: A Practical Course by Gina Zdanowicz and Spencer BambrickJournal of Sound and Music in Games 2/1; 65-692021APhttps://doi.org/10.1525/jsmg.2021.2.1.65Implementation; composition; dynamic music; careers; sound design; business
ArmstrongStephenSounding the Grind: Musicospatial Stasis in JRPG Battle ThemesJournal of Sound and Music in Games 2/22021APbattle music; immersion; grinding; space; role-playing games
ArnoldMatthewInside the Loop: The Audio Functionality of InsideThe Computer Games Journal (Online First)2018APhttps://link.springer.com/article/10.1007/s40869-018-0071-xspectromorphology; immersion; sound design; musical suture
ArrasvuoriJuhaPlaying and Making Music: Exploring the Similarities between Video Games and Music-Making SoftwareUniversity of Tampere2006DDmusic games; music-making software; ludus; paidia; Magix Music Maker; MTV Music Generator 2; eJay Clubworld; Beatmania; Amplitude; Gitaroo Man; Fluid; SingStar; Get on da Mic; 100% Star
ArsenaultDominicGuitar Hero: "Not like playing guitar at all"?Loading... 2/22008APGuitar Hero; music games; interfaces;
ArsenaultDominicPaysages 8-bit. Musicalité et spatialité dans le jeu vidéo des années 1985-1990Inter 98; 9-122008APhttps://www.erudit.org/fr/revues/inter/2008-n98-inter1112108/45610ac.pdf8-bit; NES; spatiality; Mega Man 2; Castlevania III
AskaAlyssaIntroduction to the Study of Video Game MusicSelf-Published2017BMgame studies; introduction; sound music; gamification
AslingerBenGenre in Genre: The Role of Music in Music GamesDiGRA '09 - Proceedings of the 2009 DiGRA International Conference: Breaking New Ground: Innovation in Games; Play; Practice and Theory2009ASrhythm games; Rock Band; Flow! Urban Dance Uprising; Dance Dance Revolution; Guitar Hero; genre; rock; hip-hop
AspromallisChristodoulosNicolas E. GoldForm-Aware; Real-Time Adaptive Music Generation for Interactive ExperiencesProceedings of the Sound and Music Computing Conference 2016; SMC 2016. Sound and Music Computing: Hamburg; Germany.2016AShttps://discovery.ucl.ac.uk/id/eprint/1505747/1/Aspromallis_Gold_CR_.pdfgenerative music; variation; dynamic; algorithmic music; interactivity; variation
AspromallisChristodoulosNicolas E. GoldForm-Aware; Real-Time Adaptive Music Generation for Interactive Experiences Proceedings of the Sound and Music Computing Conference 2016; SMC 2016. Sound and Music Computing: Hamburg; Germany2016AShttps://discovery.ucl.ac.uk/id/eprint/1505747/ https://discovery.ucl.ac.uk/id/eprint/1503636/Form; adaptive music; dynamic music; structure
AtkinsonSeanSoaring Through the Sky: Topics and Tropes in Video Game MusicMusic Theory Online 25/22019APhttps://mtosmt.org/issues/mto.19.25.2/mto.19.25.2.atkinson.htmltopics; tropes; video games; Final Fantasy; Legend of Zelda; film music
Audio MostlyProceedings of the Audio Mostly ConferenceProceedings of the Audio Mostly Conference2006 to 2010BSConsult individual papers
AuerbachBrentPedagogical Applications of the Video Game Dance Dance Revolution to Aural Skills InstructionMusic Theory Online 16/12010APhttp://www.mtosmt.org/issues/mto.10.16.1/mto.10.16.1.auerbach.htmlaural skills; music theory pedagogy; rhythm; sight-reading; CAI; popular music; Dance Dance Revolution
AustinMichaelSample; Cycle; Sync: The Music Sequencer and Its Influence on Music Video GamesIn Michael Austin (ed.); Music Video Games: Performance; Politics; and Play (London: Boomsbury)2016APChiptune Runner; My Singing Monsters; sequences; interface; affordance; organology; instrument; MDA
AustinMichaelFrom mixtapes to multiplayers: Sharing musical taste through video gamesThe Soundtrack 8/1-22015APmusic games; remediation; participatory culture
AustinMichael’Playas’ and Players: Racial and Spatial Trespassing in Hip Hop Culture Through Video GamesIn Justin D. Burton and Jason Lee Oakes (eds.); Oxford Handbook of Hip Hop Music Studies. New York: Oxford University Press2018AChttp://www.oxfordhandbooks.com/view/10.1093/oxfordhb/978019%20%20%200281090.001.0001/oxfordhb-9780190281090-e-55hip hop; race; digital minstrelsy; Grand Theft Auto; space; place; identity
AustinMichaelOrchestrating Difference: Representing Gender in Video Game MusicIn Nicholas Taylor and Gerald Voorhees (eds.); Masculinity at Play; London: Palgrave-Macmillan; 165-1832018AChttp://link-springer-com-443.webvpn.jxutcm.edu.cn/chapter/10.1007/978-3-319-90581-5_10gender; masculinity; orchestration; instrumentation; gender bias; fantasy games; representation
AustinMichaelMusic GamesIn Melanie Fritsch and Tim Summers (eds) The Cambridge Companion to Video Game Music (Cambridge: Cambridge University Press); 140-1582021ACgenre; peripherals; rhythm games; dance games; dancing games; karaoke; edutainment; controllers; Def Jam; Rock Band; Guitar Hero; hip-hop; Rocksmith
BabbittBenComposing for Independent Games: The Music of Kentucky Route ZeroIn Melanie Fritsch and Tim Summers (eds) The Cambridge Companion to Video Game Music (Cambridge: Cambridge University Press); 120-1302021ACscreen music; synchronization; indie; budget; collaboration;
Appalachian music; folk music; development; Bill Monroe; identity
BaccigalupoClaudioDesign and Production of Audio Technologies for Video Games DevelopmentUniversità  degli Studi di Milano2003DM (M)http://www2.iiia.csic.es/~claudio/papers/Baccigalupo-2003-MasterThesis-Section1.pdfgame design; history; technology; audio design
BakerNathanThe Music of Mario; Link; and Samus: Harmony; Form; and Meaning In Early Compositions by Koji Kondo and Hirokazu TanakaAnalyzing the Music of Living Composers (And Others); ed. Jack Boss; Brad Osborn; Tim S. Pack; and Stephen Rodgers. Newcastle upon Tyne: Cambridge Scholars Publishing; 192-217.2013ACmusic analysis; Super Mario Bros.; Metroid
BarbossaMatthieu La musique dans les jeux vidéoUniversité Paris 8 Saint-Denis2009DM (M)videogame music
BaxaJohnEffects of Contingent and Non-Contingent Audio on Performance and Quality of Experience in a Role-Playing Video GameKalamazoo College2008DM (U)https://cache.kzoo.edu/bitstream/handle/10920/8995/JohnBaxaSIP.pdf?..empirical; experimental; immersion; dynamic music
BaystedStephenPalimpsest; Pragmatism and the Aesthetics of Genre Transformation: Composing the Hybrid Score to Electronic Arts' Need for Speed Shift 2: UnleashedIn Michiel Kamp; Tim Summers; Mark Sweeney (eds.); Ludomusicology: Approaches to Video Game Music (Sheffield; Bristol; CT: Equinox)2016ACdynamic music; composition; Need for Speed Shift 2: Unleashed; popular music
BaystedStephenSimulation; Squaring the Immersion; Realism; and Gameplay CircleIn Miguel Mera; Ronald Sadoff; and Ben Winters (eds); The Routledge Companion to Screen Music and Sound (New York: Routledge); 328-3372017ACracing; cars; immersion; realism; Need for Speed; binaural recording; headphones; sound; Project Cars
BaystedStephenCompositional Approaches to Film; TV and Video GamesIn Nicholas Cook; Monique M. Ingalls and David Trippett (eds) The Cambridge Companion to Music in Digital Culture2019ACcomposing; construction; implementation
BaystedStephenTim SummersThe Creative Process of Composing for Video Games : From Pitching to Gold Master and BeyondOxford Handbook of the Creative Process in Music . ed. / Nicolas Donin2020AChttps://doi.org/10.1093/oxfordhb/9780190636197.013.29racing games; dynamic music; interactive music; adaptive music; loops; layers; recording; scoring; development
BelinkieMatthewVideo Game Music: Not Just Kid StuffVGMusic.com1999EAhttp://www.vgmusic.com/information/vgpaper.htmlhistory; composer interviews; game design; technology;
BenvenisteSamuelPierre Jouvelot; Renaud Michel; Edith LecourtLa Wiimprovisation en musicothérapie analytique de groupe: designe participatif avec des enfants atteints de troubles du comportementRevue française de musicothérapie 29/3; 17-332009APhttps://hal.archives-ouvertes.fr/hal-00829753serious games; games for health; Wii; music therapy
BerndtAxelKnut HartmannStrategies for Narrative and Adaptive Game ScoringAudio Mostly - 2nd Conf. on Interaction with Sound; Fraunhofer IDMT; Ilmenau; Germany; September 2007; pp. 141-1472007ASdynamic music; composition; narrative; generated music
BerndtAxelMusical Nonlinearity in Interactive Narrative EnvironmentsIn G. Scavone; V. Verfaille; and A. da Silva (eds.) The International Computer Music Conference (ICMC) 2009; McGill University; Montreal; Canada; August 2009; pp. 355-3582009ASdynamic music; composition; narrative; generated music; transitions;
BerndtAxelDiegetic Music: New Interactive ExperiencesIn Mark Grimshaw (ed.); Game Sound Technology and Player Interaction: Concepts and Developments (Hershey; PA); 60-762011ACdiegetic; diegesis; functions; implementation; nonlinearlity; controllability
BerndtAxelKnut Hartmann; Niklas Röber; and Maic MasuchComposition and Arrangement Techniques for Music in Interactive Immersive EnvironmentsIn: Audio Mostly - A Conf. on Sound in Games; Interactive Institute/Sonic Studio; PiteÃ:¥; Sweden; October 2006; pp. 53-592006ASdynamic music; composition; narrative; film music
BerndtAxelKnut HartmannThe Functions of Music in Interactive MediaIn: U. Spierling and N. Szilas (eds.) Interactive Digital Storytelling (ICIDS) 2008; Springer-Verlag Berlin Heidelberg; University of Applied Sciences Erfurt; Germany; November 2008; pp. 126-131.2008ASdynamic music; perception; narrative; film music; functions
BerndtAxelMusik für interaktive Medien: Arrangement und InterpretationstechnikenMagdeburg University2011DDdynamic music; composition; narrative;
BerndtAxelAdaptive Game Scoring with Ambient MusicIn Monty Adkins and Simon Cummings (eds); Music Beyond Airports: Appraising Ambient Music (Huddersfield: University of Huddersfield Press); 197-2262019AChttps://unipress.hud.ac.uk/plugins/books/19/Ambient music; Brian Eno; adaptive music; generative music; dynamic music
BessellDavidWhat's That Funny Noise? An Examination of the Role of Music in Cool Boarders 2; Alien Trilogy and Medievil 2In Geoff King and Tanya Krzywinska (eds) Screenplay: Cinema/Videogames/Interfaces (London and New York: Wallflower) 136-144.2002ACfilm music; functions; dynamic music; Cool Boarders 2; Alien Trilogy; Medievil 2
BessellDavidAn Auto-Ethnographic Approach to Creating the Emotional Content of Horror Game SoundtrackingIn Duncan Williams and Newton Lee (ed.); Emotion in Video Game Soundtracking (Cham: Springer) 39-502018AChorror; dramaturgy; non-linearity; mixing
Beverburg RealeStevenTranscribing Musical Worlds; or; Is L.A. Noire a Music Game?In K. J. Donnelly; William Gibbons; Neil Lerner (eds.); Music in Video Games: Studying Play (New York; London: Routledge)2014ACmusic games; L.A. Noire; analysis; BIT.TRIP; levels
BlickhanSamantha"Listening" Through Digital Interaction in Björk's BiophiliaIn Michiel Kamp; Tim Summers; Mark Sweeney (eds.); Ludomusicology: Approaches to Video Game Music (Sheffield; Bristol; CT: Equinox)2016ACBiophilia; music games; apps; iPad
BöckerThomasProducing Game Music ConcertsIn Melanie Fritsch and Tim Summers (eds) The Cambridge Companion to Video Game Music (Cambridge: Cambridge University Press); 424-4322021ACSymphonic Game Music; Orchestra; Leipzig; Final Fantasy; Symphony; Concerto; Adaptation; Arrangement; Live; Repertoire; Chris Hülsbeck; Nobuo Uematsu
BoerJamesGame Audio ProgrammingHingham; Massachusetts: Charles River Media2003BMgame design; technology; programming
BogostIanChapter 5: MusicHow to do Things with Videogames (Minneapolis: University Of Minnesota Press)2011BMDOI:10.5749/minnesota/9780816676460.003.0005 music; videogames; music performance games; melody; rhythm
BorchersJanMax MühlhäuserDesign Patterns for Interactive Musical SystemsIEEE Multimedia 5/31998APmiddleware; technology; programming; WorldBeat
BoreckyAndrewDungeons; Dragons; and Music: The Immersive Qualities of Sound in Dungeons & DragonsJournal of Sound and Music in Games 2/1; 46-642021APhttps://doi.org/10.1525/jsmg.2021.2.1.46Dungeons & Dragons; video game; soundtrack; fantasy; performance; participatory; Critical Role
BötschIsabellRichard von Georgi; Claudia BullerjahnThe influence of music and video game preferences on the perceived effects of music while gamingMusikpsychologie 25; 72-912015APpsychology; concentrations; musical preference; dynamic music
BöttcherNielsStefania SerafinA Review of Interactive Sound in Computer Games: Can Sound Affect the Motoric Behavior of a Player?In Karen Collins; Bill Kapralos; Holly Tessler (eds.); The Oxford Handbook of Interactive Audio (Oxford: Oxford University Press)2014ACprocedural audio; motoric behavior; self-produced sound; motion controllers; Max/MSP; granular synthesis; realism
BouquetEric Musique et son: leurs rôles dans l'immersion du joueur de jeux vidéo : de la culture musicale vidéoludiqueUniversité de Bourgogne (Dijon)2010DM (M)http://www.sudoc.fr/176469907videogame music culture; history of music; reception
BowdenSaraNot suitable for the easily disturbed: Sonic nonlinearity and disruptive horror in Doki Doki Literature Club!The Soundtrack 11/1-2; 7-222020APhttps://www-ingentaconnect-com/content/intellect/ts/2020/00000011/f0020001Doki Doki Literature Club; horror; nonlinearity; indie games; metafiction
BoydAndrewWhen Worlds Collide: Sound and Music in Film and Computer GamesGamasutra: Jan 17; 20032003EAhttp://www.gamasutra.com/view/feature/131310/when_worlds_collide_sound_and_.phpgame design; film music; audio design;
BradfordWesley J.Exploring the Narrative Implications of Emerging Topics in The Legend of Zelda: Breath of the WildJournal of Sound and Music in Games 1/4; 1-212020APhttps://doi.org/10.1525/jsmg.2020.1.4.1narrative; topic theory; technology; nature; myth; Legend of Zelda
BraguinskiNikitaÄsthetisches Rauschen. Die Werteökonomie der ComputerklängeIn Shift-Restore-Escape. Retrocomputing und Computerarchäologie. Stefan Höltgen (ed.). CSW; 2014.2014ACnoise; aesthetics; value; perception; retro; 8-bit
BraguinskiNikitaRANDOM. Die Archäologie der elektronischen SpielzeugklängeBochum: Projekt Verlag2018BMunpredictability; iMuse; Ballblazer; Atari; Speak and Spell
BrameJasonThematic Unity Across a Video Game SeriesACT 22011APhttp://www.act.uni-bayreuth.de/de/archiv/2011-02/03_Brame_Thematic_Unity/index.htmlmusic theory; Schenkerian analysis; Super Mario Bros.; Legend of Zelda; semiotics; composition;
BrandonAlexanderAudio for Games: Planning; Process; and ProductionBerkeley; CA: New Riders Games2005BMaudio design; technology
BredinNicolas Le son et la musique dans les jeux vidéoUniversité Paris 8 Saint-Denis2004DM (M)sound; videogame music
BredinNicolas L'expérience du joueur à travers l'histoire et sa représentation par le son et la musiqueUniversité Paris 8 Saint-Denis2005DM (M)story; musical representation
BrentAuerbach Pedagogical Applications of the Video Game Dance Dance Revolution to Aural Skills InstructionMusic Theory Online 16/12010APhttp://www.mtosmt.org/issues/mto.10.16.1/mto.10.16.1.auerbach.pdfaural skills; music theory pedagogy; rhythm; sight-reading; CAI; popular music
BridgettRobContextualizing Game Audio AestheticsIn John Richardson; Claudia Gorbman; Carol Vernallis (eds.); The Oxford Handbook of New Audiovisual Aesthetics (Oxford: Oxford University Press)2013ACpostproduction; Scarface; audio director; sound design
BridgettRobDynamic range: subtlety and silence in video game soundIn Karen Collins (ed.) From Pac-Man to Pop Music: Interactive Audio in Games and New Media (Farnham: Ashgate); 127-1342008ACplayer control; dynamics; mixing; interactive; cultural artefact
BridgettRobFrom the shadows of film sound: cinematic production & creative process in video game audio: collected publications 2000-2010Self Published2010BMaudio design; film music; composition; technology
BridgettRob“Less Music; Now!” – New Contextual Approaches to Video Game Soundtracks In Melanie Fritsch and Tim Summers (eds) The Cambridge Companion to Video Game Music (Cambridge: Cambridge University Press); 110-1192021ACAudio director; implementation; dynamic music; adaptive music; sound design; mixing; Limbo; Inside; The Last of Us; Battlefield
Brochard-GarnierThomas L'appropriation de la musique occidentale dans le RPG japonaisEcole des Hautes Etudes en Sciences Sociales2015DM (M)Western music; J-RPG; appropriation
BrunoDanNoteworthy: The Music That Influenced The Legend of Zelda: Ocarina of TimeKillscreen 1/5 (pp. 68-70)2011APLegend of Zelda
BullerjahnClaudiaMusik in Computerspielen. Vermarktungspotenzial; Nutzung und WirkungIn Christofer Jost; Daniel Klug; Axel Schmidt and Klaus Neumann-Braun (eds.); Populäre Music; Mediale Musik? Transdisziplinäre Beiträge zu Medien der Populären Musik; Baden-Baden: Nomos; pp. 33-592011AChttp://www.academia.edu/4818621/Music_in_computer_games._Potential_for_marketing_utilization_and_effectmarketing; psychology; review; pop music; dynamic music
BullerjahnClaudiaFlorian HantschelMusik im audiovisuellen Kontext: Film, Fernsehen, Video(spiel)In Andreas C. Lehmann and Reinhard Kopiez (Ed.): Handbuch Musikpsychologie. Bern: Hogrefe Verlag, p. 273–2902018ACpsychology; media
BurkeKevin R.Alien Waves: Sonic Reverberations of the RPG Interface in Lagrange PointIn William Gibbons and Steven Reale (eds); Music in the Role-Playing Game (New York: Routledge); 57-752019AChttps://www.routledge.com/Music-in-the-Role-Playing-Game-Heroes--Harmonies/Gibbons-Reale/p/book/9780815369042JRPG; FM synthesis; NES; Famicom; 8-bit; HCI; Human-computer interaction; Konami; VRC7; YM2413; Yume Penguin Monogatari; driver; chiptune; programming
BurrillDerek A.Melissa Blanco BorelliDancing with Myself: Dance Central; Choreography; and EmbodimentIn Melissa Blanco Borelli (ed.); The Oxford Handbook of Dance and the Popular Screen (Oxford: Oxford University Press)2014ACDance Central; avatar bodies; choreography; Kinect; embodiment
CapacchioneTristanMusical Gamescapes: A Study of Unity in Arcanum: Of Steamworks and Magick ObscuraSelf Published (?)2007EAhttps://www.hitpages.com/doc/5071230289838080/1#pageTopmusic theory; Arcanum; ludus; paidia; gamescape;
CarlssonAndersChip music: low-tech data music sharingIn Karen Collins (ed.) From Pac-Man to Pop Music: Interactive Audio in Games and New Media (Farnham: Ashgate); 153-1622008ACchip music; demoscene; history; LP; EP; electronic music; music writing software; tracker; 8-bit
CassidyGiannaRaymond MacDonaldThe effects of music choice on task performance: A study of the impact of self-selected and experimenter-selected music on driving game performance and experienceMusicae Scientiae 13/2 357-3862009APpsychology; arousal; preference; performance; driving games
CassidyGiannaRaymond MacDonaldThe Role of Music in Video Games: The The Effects of Self-Selected and Experimenter-Selected Music on Driving Game Performance and ExperienceProceedings of the 10th International Conference on Music Perception and Cognition; 2008; Sapporo. pp. 762–767.2008ASimmersion; experience; game design; empirical; psychology; cognition
CerratiMichaelVideo Game Music: Where it Came From; How it is Being Used Today; and Where it is Heading TomorrowVanderbilt journal of entertainment and technology law; 8/2; 293-334.2006APhistory; financial statistics; licensing; legal; marketing;
ChanNormanA Critical Analysis of Modern Day Video Game AudioUniversity of Nottingham2007DM (U)composer interviews; Civilization IV; Grand Theft Auto; Hitman: Blood Money; dynamic music; composition; music theory; diegetic music;
ChengWilliamRole-Playing toward a Virtual Musical Democracy in The Lord of the Rings Online Ethnomusicology 56/1; 31-622012APvirtual ethnography; Lord of the Rings Online
ChengWilliamMonstrous Noise: Silent Hill and the Aesthetic Economies of FearIn Carol Vernallis; Amy Herzog; John Richardson (ed.); The Oxford Handbook of Sound and Image in Digital Media (Oxford: Oxford University Press)2013ACSilent Hill; horror; noise; industrial music
ChengWilliamAcoustemologies of the ClosetIn Mark Grimshaw (ed.); The Oxford Handbook of Virtuality (Oxford; Oxford University Press); 337-482014ACvirtual ethnography; online voice communication; gender; identity; sexual politics
ChengWilliamAfterword--Toadofsky's Music LessonsIn Michael Austin (ed.); Music Video Games: Performance; Politics; and Play (London: Boomsbury)2016ACSuper Mario RPG: Legend of the Seven Stars; musicality; music games; affordance
ChengWilliamSound Play: Video Games and the Musical ImaginationOxford; New York: Oxford University Press2014BMaesthetics; virtual ethnography; Fallout 3; Final Fantasy VI; Silent Hill; Lord of the Rings Online; Team Fortress 2; concerts
Childs IVG. W.Creating Music and Sound for GamesBoston; MA: Thompson Course Technology2007BMcomposition; sound design; design process; middleware; dynamic music;
ChungSzu-MingChun-Tsai WuDesigning Music Games and Mobile Apps for Early Music LearningIn Serious Games and Edutainment Applications; Volume II. Minhua Ma; Andreas Oikonomou (eds.). Cham: Springer2017ACrhythm games; early music learning; android; apps
CollinsKarenFrom Pac-Man to Pop Music: Interactive Audio in Games and New MediaAldershot; Hampshire and Burlington; VT: Ashgate2008BCSee individual entries
CollinsKarenGame Sound: An Introduction to the History; Theory and Practice of Video Game Music and Sound DesignCambridge; Mass. and London: MIT Press2008BMhistory; technology; console hardware; aesthetics; dynamic music; composition;
CollinsKarenAn Introduction to Procedural Audio in Video GamesContemporary Music Review: Special Issue on Generative Audio; 28/1; 5-152009APtechnology; composition; procedural audio; dynamic music
CollinsKarenFrom Bits to Hits: Video Games Music Changes its TuneFilm International; 12; 4-192005APhistory; composition; dynamic music; music games; technology; console hardware
CollinsKarenAn Introduction to the Participatory and Non-Linear Aspects of Video Game AudioIn Hawkins; Stan and John Richardson (eds); Essays on Sound and Vision (Helsinki: Helsinki University Press); 263-2982007ACdynamic music; diegesis; composition; transitions; functions; Legend of Zelda; Grim Fandango; immersion;
CollinsKarenImplications of Interactivity: What Does it Mean for Sound to be “Interactive”?In John Richardson; Claudia Gorbman; Carol Vernallis (eds.); The Oxford Handbook of New Audiovisual Aesthetics (Oxford: Oxford University Press)2013ACinteractivity; feedback; control mechanisms; sound production; digital aesthetics; new media
CollinsKarenIntroductionIn Karen Collins (ed.) From Pac-Man to Pop Music: Interactive Audio in Games and New Media (Farnham: Ashgate); 1-102008AChistory; game research;
CollinsKarenHolly Tessler; Kevin Harrigan; Michael J. Dixon; Jonathan FugelsangSound in Electronic Gambling Machines: A Review of the Literature and its Relevance to Game SoundIn Mark Grimshaw (ed.); Game Sound Technology and Player Interaction: Concepts and Developments (Hershey; PA); 1-212011ACEGMs; electronic gambling machines; arcade; advertising; gambling; casino; environment; physiology; sound; film; television
CollinsKarenBreaking the Fourth Wall? User-Generated Sonic Content in Virtual WorldsIn Mark Grimshaw (ed.); The Oxford Handbook of Virtuality (Oxford; Oxford University Press)2014ACmulti-player; fourth wall; user-generated content; immersion; participation; magic circle
CollinsKarenA History of Handheld and Mobile Video Game SoundIn Sumanth Gopinath; Jason Stanyek (eds.) The Oxford Handbook of Mobile Music Studies; Vol. 2 (Oxford Oxford University Press)2014AChandheld consoles; technological constraints; sound chips; mobile phones; media convergence
CollinsKarenGrand Theft Audio?: Popular Music and Interactive GamesMusic and the Moving Image 1/12008APpopular music; licensing; history;
CollinsKarenVideo Games Killed the Cinema StarMusic; Sound and the Moving Image; 1/1; 15-202007APvideo game music studies; influence;
CollinsKarenFlat Twos and the Musical Aesthetic of the Atari VCSPopular Musicology Online; 12006APtechnology; composition; Atari VCS; console hardware; aesthetics; chip music; 8-bit;
CollinsKarenS. Ashby; T. Bush; J. Daoust; N. Duveau; J. Lewis; C. Robinson; T. White; G. WhitmoreOvercoming Roadblocks in the Quest for Interactive AudioProject Bar-B-Q report 20072007AStechnology; composition; dynamic music; audio design;
CollinsKarenLoops and Bloops: Music on the Commodore 64Soundscape: Journal of Media Culture; 8/12006APtechnology; composition; Commodore 64; console hardware; aesthetics; dynamic music; 8-bit;
CollinsKarenIn the Loop: Confinements and Creativity in 8-bit GamesTwentieth-Century Music; 4/2; 209-2272007APtechnology; composition; history; console hardware; 8-bit;
CollinsKarenRuth DockwrayDrive; Speed; and Narrative in the Soundscapes of Racing GamesIn Miguel Mera; Ronald Sadoff; and Ben Winters (eds); The Routledge Companion to Screen Music and Sound (New York: Routledge); 400-4112017ACcars; realism; authenticity; narration; aesthetics; Forza; Gran Turismo; Need for Speed; recording
CollinsKarenGame Sound in the Mechanical Arcades: An Audio ArchaeologyGame Studies 16/12016APaudio; mechanical; Victorian; archaeology; sound; history; recording
CollinsKarenDesert Island Diskettes: A Journey through Video Game Sound HistoryGame: The Italian Journal of Game Studies 6/22017APhttps://www.gamejournal.it/wp-content/uploads/2019/08/GAME_06_HearTheMusic_CriticalNotes_Collins.pdfplaylist; history; Beep
CollinsKarenGame Sound: ReverberationsJournal of Sound and Music in Games 1/1; 100-1022020APgame sound; music; history; scholarship; emergence; industry
Collins KarenPlaying with Sound: A Theory of Interacting with Sound and Music in Video GamesCambridge; Mass. and London: MIT Press2013BMinteraction; embodied cognition; experience; performance; theory
CookJamesPlaying with the Past in the Imagined Middle Ages: Music and Soundscape in Video GameIn Dorothy Kim and Christopher Roman (eds.); Sounding Out! 'Theme: Medieval Soundscapes'. 3 October 2016.2016EAhttps://soundstudiesblog.com/2016/10/03/playing-with-the-past-in-the-imagined-middle-ages-music-and-soundscape-in-video-game/Medievalism; early music; fantasy; high fantasy; social structure; sonic; representations of the past
CookKarenBeyond the Grave: The “Dies Irae” in Video Game MusicSounding Out!2017BGhttps://soundstudiesblog.com/2017/12/18/beyond-the-grave-the-dies-irae-in-video-game-music/chant; dies irae; medievalism
CookKarenBeyond (the) Halo: Plainchant in Video GamesStudies in Medievalism XXVII: Authenticity; Medievalism; Music2018AChttp://medievalism.net/?page_id=55chant; plainchant; halo; medievalism
CookKaren M.Music; History; and Progress in Sid Meier's Civilization IVIn K. J. Donnelly; William Gibbons; Neil Lerner (eds.); Music in Video Games: Studying Play (New York; London: Routledge)2014ACCivilization IV; music history; classical music
CookKaren M.“The Things I Do for Lust …”: Humor and Subversion in The Bard’s TaleIn William Gibbons and Steven Reale (eds); Music in the Role-Playing Game (New York: Routledge); 21-342019AChttps://www.routledge.com/Music-in-the-Role-Playing-Game-Heroes--Harmonies/Gibbons-Reale/p/book/9780815369042parody; song; voice; cutscenes; genre; identity; folk; celtic; medievalism; Scotland
CookKarenMedievalism and emotions in video game musicPostmedieval 10/4; 482–4972019APhttps://link.springer.com/article/10.1057/s41280-019-00141-zbell; organ; voice; medievalism; textless; wordless; gothic; emotion; supernatural; history; historical
CookKarenCanon Anxiety?Journal of Sound and Music in Games 1/1; 95-992020APcanon formation; historiography; authority; diversity
CookKaren M.Review: Unlimited rereadings: recent contributions to video game music scholarshipSound Studies 2020AP
CookJamesSonic medievalism; world building; and cultural identity in fantasy video gamesIn Karl Fugelso (ed.) Studies in Medievalism XXIX (Boydell and Brewer)2020ACfantasy; medieval; geography; history; middle ages
CookKarenGaming the Medievalist World in Harry PotterIn Stephen C. Meyer and Kirsten Yri (ed); The Oxford Handbook of Music and Medievalism2020AChttps://www.oxfordhandbooks.com/view/10.1093/oxfordhb/9780190658441.001.0001/oxfordhb-9780190658441-e-45Harry Potter; Sorcerer’s Stone; Chamber of Secrets; video games; timbre; interactive play
CookJamesGame Music and HistoryIn Melanie Fritsch and Tim Summers (eds) The Cambridge Companion to Video Game Music (Cambridge: Cambridge University Press); 343-3582021ACThe Witcher; Machaut; Medieval; Medievalism; Civilization; Renaissance; intermediality; Celtic; Baroque; historiography
CostelloBrigid MaryRhythmic Entrainment in GamesIn Serious Games: Second Joint International Conference; JCSG 2016; Brisbane; QLD; Australia; September 26-27; 2016; Proceedings (Marsh; T.; Ma; M.; Oliveira; M. F.; Baalsrud Hauge; J. & Göbel; S. eds.)2016ASrhythm games; entrainment; serious games
CostelloBridgid MaryThe Rhythm of Game Interactions: Player Experience and Rhythm in Minecraft and Don’t StarveGames and Culture 13/82016APhttps://doi.org/10.1177%2F1555412016646668rhythm; game rhythms; rhythmic experience; gameplay; game feel; player experience; Minecraft; Don’t Starve; game design; interaction design
CourcelleKevin Techniques d'écritures musicales dans le JRPG: exemples de Final Fantasy VII et Final Fantasy VIIIUPEM2015DM (M)https://ffmusic.files.wordpress.com/2019/02/courcelle-kevin-technique-dc3a9criture-jrpg-2.pdfMusical analysis; FInal Fantasy VII; Final Fantasy VIII; Nobuo Uematsu
Covarrubias AcostaSabinaPour une écriture multimédia dans la composition musicaleParis 82016DDhttps://hal.archives-ouvertes.fr/tel-01664506music notation; oral tradition; ethnomusicology; contemporary music; multimedia
CrathornePieterVideo game genres and their musicUniversity of Stellenbosch2010DM (M)http://scholar.sun.ac.za/bitstream/handle/10019.1/4355/Crathorne;+P.J.pdf?sequence=1genre; art music; film music; music theory;
CunninghamStuartVic Grout; Rich PickingEmotion; Content; and Context in Sound and Musicin Mark Grimshaw (ed.); Game Sound Technology and Player Interaction: Concepts and Developments (Hershey; PA); 235-2632011ACSound artefacts; information; processing; meaning; purpose; emotion; content analysis; context
CuryMónica MoreiraLa Música de los Videojuegos: Modalidades de Uso y Su Relación Con El Imaginario Social. Un Estudio Sobre La Banda Sonora Del Juego: ‘Final Fantasy VI'University of Chile2004DM (M)function; social implications; film music; Final Fantasy VII
CustodisMichaelPlaying with Music - Featuring Sound in GamesIn Moormann; Peter (ed.); Music and Game: Perspectives on a Popular Alliance (Wiesbaden: Springer VS)2013AC
D’ErricoMikeWorlds of Sound: Indie Games; Proceduralism; and the Aesthetics of EmergenceMusic; Sound; and the Moving Image 9/22015APhttps://online.liverpooluniversitypress.co.uk/doi/abs/10.3828/msmi.2015.13indie; sound design; generative music; procedural music; Fract OSC; Proteus
d’EscrivánJulioNick CollinsMusical Goals; Graphical Lure and Narrative Drive: VisualAudio in GamesJournal of Visual Culture 10/22011APaudiovisual; education interactivity; learning; music games; rewards; skills
DahanJulienLa musique de jeux vidéo comme objet d'étude Allemagne2016DM (M)http://www.sudoc.fr/199557888music education; motivation; teenage students
DeCastroDanielQuality Video Game Music Scores; Considering the Standards Set; and Personal ReflectionsNew York University2007DM (M)http://www.vgmusic.com/information/vgpaper3.htmlcomposition; aesthetics; music education; concerts;
DemersJoannaDancing machines: :‘Dance Dance Revolution'; cybernetic dance; and musical tastePopular Music 25/3; 401-4142006APmusic games; society; subcultures; Dance Dance Revolution; popular music; dance
DenisGuillaumeJeux vidéo éducatifs et motivation: application à l’enseignement du jazzEcole Nationale Supérieure des Mines2006DDhttp://www.sudoc.fr/11856885Xpsychology of learning; jazz; educational games; Pads'n'Swing; motivation theory
D'ErricoMikeHow To Reformat The Planet: Technostalgia And The “Live” Performance Of ChipmusicJournal on the Art of Record Production 62012APchiptune; ethnography; tracker interfaces; Game Boy; Bitshifter
D'ErricoMichaelWorlds of Sound: Indie Games; Proceduralism; and the Aesthetics of EmergenceMusic; Sound and the Moving Image 9/2; 191-2062015APhttps://online.liverpooluniversitypress.co.uk/doi/abs/10.3828/msmi.2015.13generative; procedural; indie; sound design; Proteus
d'EscrivanJulioElectronic Music and the Moving ImageIn Nick Collins and Julio d'Escrivan (eds.); The Cambridge Companion to Electronic Music (Cambridge: Cambridge University Press); 156-170.2007ACfilm music; electronic music; audio design; composition; television music;
DeutschStephenMusic for Interactive Moving PicturesIn Larry Sider; Diane Freeman and Jerry Sider (eds.) Soundscape: The School of Sound Lectures 1998-2001 (London and New York: Wallflower Press) 28-34.2003ACfilm music; history; composition; electronic music; transitions;
Diaz-GascaJuan SebastianMusic Beyond Gameplay: Motivators in the Consumption of Videogame SoundtracksQueensland Conservatorium of Music; Griffith University2015DDhttps://www120.secure.griffith.edu.au/rch/items/839fcd41-d5de-49eb-b062-955fa92c23b1/1/soundtrack; narrative; marketing; sociocultural; nostalgia; consumption; themes; associations; fandom
Diaz-GascaSebastianSuper Smash Covers!: Performance and audience engagement in Australian videogame music cover bandsPerfect Beat 19/12018APhttps://journals.equinoxpub.com/index.php/PB/article/view/34525Australian cover bands; Boss Fight; The Consouls; performance; fan studies
DibbenNicolaVisualizing the App Album with Björk’s BiophiliaIn Carol Vernallis; Amy Herzog; John Richardson (ed.); The Oxford Handbook of Sound and Image in Digital Media (Oxford: Oxford University Press)2013ACmusic app; music album; interactivity; multisensory; Björk; Biophilia
DittbrennerNilsSoundchip-Musik Computer- und Videospielmusik von 1977-1994Universität Lüneburg2005DM (M)history; console hardware; technology; composition; 8-bit; dynamic music; chip music;
DockwrayRuthKaren CollinsA Symphony of Sound: Surround Sound in Formula One Racing GamesIn Paul Théberge; Kyle Devine; Tom Everett (eds.); Living Stereo: Histories and Cultures of Multichannel Sound; New York; London: Bloomsbury2015ACracing game; Formula One; surround sound; sound effects; Low Frequency Effects
DolphinAndrewDefining Sound Toys: Play as CompositionIn Karen Collins; Bill Kapralos; Holly Tessler (eds.); The Oxford Handbook of Interactive Audio (Oxford: Oxford University Press)2014ACsound toys; open work; instruments; spectromorphology; generative systems
DonahueChrisHuanru Henry Mao; Julian McAuleyThe NES Music Database: A multi-instrumental dataset with expressive performance attributes19th International Society for Music Information Retrieval Conference; Paris; France; 2018.2018AShttps://arxiv.org/abs/1806.04278emulation; composition; performance; Nintendo; expression; formats; synthesizer
DonnellyK.J.Lawn of the Dead: The Indifference of Musical Destiny in Plants vs. ZombiesIn K. J. Donnelly; William Gibbons; Neil Lerner (eds.); Music in Video Games: Studying Play (New York; London: Routledge)2014ACPlants vs. Zombies; dynamic music; anempathetic music; horror games
DonnellyK.J. Emotional Sound Effects and Metal Machine Music: Soundworlds in Silent Hill Games and FilmsIn The Palgrave Handbook of Sound Design and Music in Screen Media: Integrated Soundtracks. Liz Greene; Danijela Kulezic-Wilson (eds.). London: Palgrave Macmillan2016ACSilent Hill; adaptations; film; unified soundtracks
DonnellyK. J.The Triple Lock of Synchronization In Melanie Fritsch and Tim Summers (eds) The Cambridge Companion to Video Game Music (Cambridge: Cambridge University Press); 94-1092021ACimmersion; synchresis; Gestalt psychology; Quake; Dead Space;
The Old City: Leviathan; Wii Fit; Plants vs Zombies; Candy Crush Saga; diegesis
DoucetJeanne Le timbre comme élément signifiant dans la musique de jeu vidéo: le cas de World of Warcraft de Blizzard EntertainmentUniversité de Montréal2016DM (M)https://papyrus.bib.umontreal.ca/xmlui/handle/1866/19205psychoacoustic; musical meaning; timbre; World of Warcraft
DozalMario A.Consumerism Hero: The "Selling Out" of Guitar Hero and Rock BandIn Michael Austin (ed.); Music Video Games: Performance; Politics; and Play (London: Boomsbury)2016ACrock; political economy; authenticity; Guitar Hero; Rock Band; rhythm game; commodification; conspicuous consumption
DrescherPeterCould ringtones be more annoying?In Karen Collins (ed.) From Pac-Man to Pop Music: Interactive Audio in Games and New Media (Farnham: Ashgate); 47-542008ACtransfer; sonic quality; future; MP3; technology; customization
DriscollKevinJoshua DiazEndless Loop: A Brief history of ChiptunesTransformative Works and Cultures 22009AP8-bit; demo scene; participatory culture; sampling
DroumevaMilenaAn Acoustic Communication Framework for Game Sound: Fidelity; Verisimilitude; EcologyIn Mark Grimshaw (ed.); Game Sound Technology and Player Interaction: Concepts and Developments (Hershey; PA); 131-1522011ACFidelity; verisimilitude; acoustic realism; communication; patterns of listening; acoustic communities; ecology; listening modes; attentional stances; soundscapes; culture
DupasFrançois-XavierComposer à l’image: style; production et interactivitéUniversité de Montréal2017DDhttps://papyrus.bib.umontreal.ca/xmlui/bitstream/handle/1866/19570/Dupas_Francois-Xavier_2016_these.pdf?sequence=4&isAllowed=ycomposition; multimedia; picture; integration; interactivity; momentum; generativity
EkmanIngerPetri LankoskiHair-Raising Entertainment: Emotions; Sound; and Structure in Silent Hill 2 and Fatal FrameIn Bernard Perron (ed); Horror Video Games: Essays on the Fusion of Fear and Play (Jefferson; NC: McFarland & Co); 181-199.2009ACperception; emotion; Silent Hill 2; Fatal Frame; threat
EkmanIngerA Cognitive Approach to the Emotional Function of Game SoundIn Karen Collins; Bill Kapralos; Holly Tessler (eds.); The Oxford Handbook of Interactive Audio (Oxford: Oxford University Press)2014ACnonmusical sound; emotion; affect; embodied cognition; narrative
ErbeMarcusMundane Sounds in Miraculous Realms: An Auditory Analysis of Fantastical GamesIn Moormann; Peter (ed.); Music and Game: Perspectives on a Popular Alliance (Wiesbaden: Springer VS); 125-1462013ACfantastical games; mundane;
ErbeMarcusReview of Performing Bytes: Musikperformances der Computerspielkultur; by Melanie FritschJournal of Sound and Music in Games 1/3; 68-702020APMelanie Fritsch; Performing Bytes; ludomusicology; theatre studies; performativity; musicking; embodiment; gameplay; music games; performances of game music
EvansRichardAnalyzing and designing dynamic music systems for gamesUniversity of York2019DDhttp://etheses.whiterose.ac.uk/27365/dynamic music; adaptive music; composition; Tomb Raider; Dark Souls; Halo; modularity; granularity
EyMikeJoe Pietruch and David I. Schwartz"Oh-No! Banjo": a case study in alternative game controllersFutureplay '10 Proceedings of the International Academic Conference on the Future of Game Design and Technology; pp.215-218 2010ASinstrument; interface; controller; music; banjo
EylesMarkDan PinchbeckPlayful AmbienceDiGRA '11 - Proceedings of the 2011 DiGRA International Conference: Think Design Play2011ASambient music; Brian Eno; gamification; Ford Fusion Hybrid
Faiza AlamNowshinPujana Paliyawan; Ruck ThawonmasTowards Musical Game Therapy: A Survey on Music Therapy and Games for Health PromotionIICST2020: 5th International Workshop on Innovations in Information and Communication Science and Technology; Malang; Indonesia2020AShttp://ceur-ws.org/Vol-2627/short2.pdfserious games; music therapy; mental health
FarnellAndyBehaviour; Structure and Causality in Procedural AudioIn Mark Grimshaw (ed.); Game Sound Technology and Player Interaction: Concepts and Developments (Hershey; PA); 313-3392011ACProcedural audio; historical; philosophical; commercial; technological; sound synthesis; virtual world; interactivity; real-time; computation
FarnellAndyAn introduction to procedural audio and its application in computer games.Self Published2007EAhttp://cs.au.dk/~dsound/DigitalAudio.dir/Papers/proceduralAudio.pdfprocedural audio; composition; perception; technology
Faure-GriseFabriceAméliorer l’UX des jeux mobiles en réalité augmentée: recommandations pour la modélisation du sonÉcole Normale Supérieure de Lyon (ENSL)2018DM (M)https://drive.google.com/file/d/120hmP8eN1F_GtmISfJsILJfBHu7hm-Z3/view?usp=sharingUX design; augmented reality; mobile games
FayTodd M.Scott Selfon and Todor J. FayDirectX 9 Audio Exposed: Interactive Audio DevelopmentPlano; Texas: Wordware2004BCcomposition; audio design; technology; DirectMusic; middleware
FerreiraLucasJim WhiteheadMTG: Context-Based Music Composition for Tabletop Role-Playing GamesProceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment; 13(1).2017AShttps://ojs.aaai.org/index.php/AIIDE/article/view/12914algorithmic music composition; tabletop role-playing games; narratives; natural language processing
FerreiraEmmanoelJorge Cardoso FilhoPlaying (with) the Music: Game and Appropriation in the Chiptune Music SceneJournal of Digital Media & Interaction2019APhttps://doi.org/10.34624/jdmi.v2i4.8037mutual adaptation; play experience; chiptune; chip tune
FleshnerNathanPitching the Rhythm: Music Games for the iPadIn Michael Austin (ed.); Music Video Games: Performance; Politics; and Play (London: Boomsbury)2016ACrhythm; Groove Coaster; Tone Sphere; iPad; music theory; composition; Soundrop; music games
FoisonFabrice La narrativité musicale dans Final Fantasy VIICRR de Paris2013DM (M)Final Fantasy VII; Nobuo Uematsu; narrativity
FournierNicolas L'interaction sonore dans le jeu vidéoEcole nationale supérieure Louis Lumière2011DM (M)interactive sound
Franco-RogelioChristophe Le Roi est nu !
La musique au sein des jeux vidéo à monde ouvert.
Université d'Aix-Marseille2018DM (M)https://dumas.ccsd.cnrs.fr/dumas-01820289/documentnarrative environment; game design; gameplay; integration; open world; interactive music; adaptative music
FranklinJaniceVideo Game Audio: Music?AAA-TAC: Acoustical; art and artifacts"—Technology; aesthetics; communication. Vol. 12004APinterviews; perception; dynamic music; reviews; journalism;
FreitasJoanaKill the Orchestra: On Music; Mods; and Immersion in The Elder Scrolls on the Nexus Mods PlatformJournal of Sound and Music in Games 2/22021APsoundtrack; mods; immersion; realism; playbour; cybercommunities; fans
FribergJohnnyDan GärdenforsAudio Games: New perspectives on game audioPaper presented at the" ACE conference 2004; Singapore; June 20042004ASaudio games; game design; audio design; Mudsplat; X-tune; Tim's Journey; perception;
FritschMelanieMusik spielen - Computerspiele und MusikACT 22011APhttp://www.act.uni-bayreuth.de/de/archiv/2011-02/01_editorial/index.htmlhistory; Video Games Live; Civilization IV; awards; Scott Pilgrim vs. the World
FritschMelanieWorlds of Music: Strategies for Creating Music-based Experiences in VideogamesIn Karen Collins; Bill Kapralos; Holly Tessler (eds.); The Oxford Handbook of Interactive Audio (Oxford: Oxford University Press)2014ACgameplay pattern; rhythm games; virtual world; narrative; experience; gestalt theory; Brütal Legend; Eternal Sonata; Vib-Ribbon
FritschMelanieBeat it!--Playing the "King of Pop" in Video GamesIn Michael Austin (ed.); Music Video Games: Performance; Politics; and Play (London: Boomsbury)2016ACMichael Jackson; performance studies; stardom; Michael Jackson's Moonwalker
FritschMelanie"It's a-me; Mario!": Playing with Video Game MusicIn Michiel Kamp; Tim Summers; Mark Sweeney (eds.); Ludomusicology: Approaches to Video Game Music (Sheffield; Bristol; CT: Equinox)2016ACliteracy; fandom; participatory culture; Super Mario Bros.: The 8-Bit Opera
FritschMelanieHistory of Video Game MusicIn Moormann; Peter (ed.); Music and Game: Perspectives on a Popular Alliance (Wiesbaden: Springer VS); 11-412013AC
FritschMelanieLive Performance Games? - Musikalische Bewegung sehen; hören und spielen.In Schroedter; Stephanie (ed.); "Bewegungen zwischen Hören und Sehen: Denkbewegungen über Bewegungskünste"; Würzburg: Königshausen & Neumann; 2012; p. 609-624.2012AC
FritschMelanieStefan StrötgenRelatively Live: How to Identify Live Music PerformancesMusic and the Moving Image 5/1; 2012 (March)2012AP
FritschMelanieMusikin Benjamin Beil; Thomas Hensel; Andreas Rauscher (eds.); Game Studies (Wiesbaden: Springer VS); 87-1072017AChttps://link.springer.com/chapter/10.1007/978-3-658-13498-3_5history; composition; introductoin; overview; Left 4 Dead
FritschMelanieMusik und Computerspiele; oder: Wie das »Ludo-« in die Musikologie kamin Christoph Hust (ed.) Digitale Spiele Interdisziplinäre Perspektiven zu Diskursfeldern; Inszenierung und Musik (Bielefeld: Transcript Verlag) 385-3962018AChttp://www.transcript-verlag.de/978-3-8376-4002-1/digitale-spiele/performance; overview; theory; history
FritschMelaniePerforming Bytes. Musikperformances der ComputerspielkulturWürzburg: Köningshausen & Neumann2018BMhttps://www.verlag-koenigshausen-neumann.de/product_info.php/info/p9039_Performing-Bytes--Musikperformances-der-Performing-Bytes--Musikperformances-der-Computerspielkultur---br--Thurnauer-Schriften-zum-Musiktheater--Band-35-.htmlperformance; performativity; theory; history; Japan; fan studies; GameFilk; chip music; Tetsuya Mizuguchi; Koji Kondo; Nobuo Uematsu; Super Mario Bros; Final Fantasy VI; Geemu Ongaku; ludomusicology
FritschMelanieTim SummersIntroductionIn Melanie Fritsch and Tim Summers (eds) The Cambridge Companion to Video Game Music (Cambridge: Cambridge University Press); 1-42021ACLudomusicology; game music studies; Space Invaders; history; analysis
FritschMelanieTim SummersPart 1: ChiptunesIn Melanie Fritsch and Tim Summers (eds) The Cambridge Companion to Video Game Music (Cambridge: Cambridge University Press); 5-112021ACchips; Programmable sound generators (PSG); Tomohiro Nishikado; soundchip; homebrew; demoscene; Chris Hülsbeck; preservation; emulation; hardware
FritschMelanieTim SummersPart 2: Creating and Programming Game MusicIn Melanie Fritsch and Tim Summers (eds) The Cambridge Companion to Video Game Music (Cambridge: Cambridge University Press); 59-632021ACcomposition; layers; loops; dynamic music; interactive music; adaptive music; programming; implementation; genre; production
FritschMelanieTim SummersPart 3: Analytical ApproachesIn Melanie Fritsch and Tim Summers (eds) The Cambridge Companion to Video Game Music (Cambridge: Cambridge University Press); 131-1392021ACfilm music; play; music games; listening; harmonic analysis; topic theory; modularity; thematic analysis;
nonlinear; non-linear; diegesis
FritschMelaniePerformanceIn Melanie Fritsch and Tim Summers (eds) The Cambridge Companion to Video Game Music (Cambridge: Cambridge University Press); 238-2622021ACChipmusic; Embodiment; Game feel; Gestalt theory; Literacy; Ludomusicology; Music as performance; Musicking; Performativity
FritschMelanieTim SummersPart 4: Realities; Perception and PsychologyIn Melanie Fritsch and Tim Summers (eds) The Cambridge Companion to Video Game Music (Cambridge: Cambridge University Press); 263-2682021ACImmersion; Landscape; virtuality; realism; history; worldbuilding; gameworld; kinesonic synchresis; acoustic ecology; physiology; presence
FritschMelanieTim SummersPart 5: Game Music; Contexts and IdentitiesIn Melanie Fritsch and Tim Summers (eds) The Cambridge Companion to Video Game Music (Cambridge: Cambridge University Press); 319-3262021ACclassical music; medieval music; race; class; disability; gender; geography; poltics; identity; folk music
FritschMelanieTim SummersPart 6: Beyond the GameIn Melanie Fritsch and Tim Summers (eds) The Cambridge Companion to Video Game Music (Cambridge: Cambridge University Press); 389-3942021ACHaruomi Hosono; Mario Paint; soundtracks; OST; album; concerts; arrangements; adaptations; fandom; participatory culture; education; franchise
FurlongCianComputer Game Music - A Multifunctional MediumUniversity College Dublin2004DM (U)https://danielrparente.files.wordpress.com/2012/04/computer_game_music_-_a_multifunctional_medium.pdfcomposition; Super Mario Bros.; film music; marketing; function
GallacherSusanThe Sounds of Skyrim: A Musical Journey Through GamingIn Angela Cresswell Jones and Rebbecca Jane Bennett (eds.); The Digital Evolution of Live Music (Waltham; MA; Kidlington: Chandos); pp. 99-1062015ACLiveness; Skyrim
GallagherRob“All the Other Players Want to Look at My Pad”: Grime; Gaming; and Digital IdentityGame: The Italian Journal of Game Studies 6/12017APhttps://www.gamejournal.it/wp-content/uploads/2019/08/GAME_06_HearTheMusic_Journal_Gallagher.pdfGrime; identity; masculinities; sampling; gamer culture
GallowayKateSoundwalking and the Aurality of Stardew Valley: An Ethnography of Listening to and Interacting with Environmental Game AudioIn William Gibbons and Steven Reale (eds); Music in the Role-Playing Game (New York: Routledge); 159-1782019AChttps://www.routledge.com/Music-in-the-Role-Playing-Game-Heroes--Harmonies/Gibbons-Reale/p/book/9780815369042farming; ecology; environments; reality; fidelity; Hildegard Westerkamp; Andra McCartney; performance; immersion; soundscape; listening
GallowayKateRewind; revisit; relisten: Transport; spatial displacement and mixtape environments in Small Radios Big TelevisionsThe Soundtrack 11/1-2; 99-1182020APhttps://www-ingentaconnect-com/content/intellect/ts/2020/00000011/f0020001Small Radios Big Televisions; analogue and digital technology; failure; magnetic tape; materiality; mixtape; soundscape
GanitiAikateriniNikolaos Politopoulos; Thrasyvoulos TsiatsosThe Impact of Background Music on an Active Video GameIn Interactive Mobile Communication Technologies and Learning: Proceedings of the 11th IMCL Conference. Michael E. Auer; Thrasyvoulos Tsiatsos (eds.)2018ASbackground music; emotions; Tennis Attack; Kinect
GarnerTom A.Mark GrimshawSonic Virtuality: Understanding Audio in a Virtual WorldIn Mark Grimshaw (ed.); The Oxford Handbook of Virtuality (Oxford; Oxford University Press)2014ACembodied cognition; imagination; acoustic ecology; virtuality; reality
GaudyThomasEtudes et développements de jeux vidéo sonores et accessibles aux personnes aveuglesConservatoire National des Arts et Métier2008DDhttp://www.sudoc.fr/132402076visual impairment; sound games; grip; directives; earcones
Genvo Sébastien Nicole PignierComprendre les fonctions ludiques du son dans les jeux vidéo: Pour la formulation d’un cadre théorique de sémiotique multimodaleCommunication 28/22011APhttps://journals.openedition.org/communication/1845?lang=ensemiotics; film theory; intermediality
GersicThomas E.Playing and the Past: Toward a New Sound for GamesIn Zach Whalen and Laurie N. Taylor (eds.); Playing the Past: History and Nostalgia in Video Games; Nashville TN: Vanderbilt University Press.2008ACsound design; Digital Audio Workstation; Resident Evil O; Hitchcock; diegetic sound effects; generative music
Ghazarian DanielleThe Tuning of the World…of Warcraft! The Immersive Potential of Videogame AudioMasters Dissertation; Carleton University2011DMimmersion; flow; environment; MMORPG
GibbonsWilliamWrap Your Troubles in Dreams: Popular Music; Narrative; and Dystopia in BioshockGame Studies 11/32011APhttp://gamestudies.org/1103/articles/gibbonspopular music; perception; Bioshock; narrative; licensed music; irony
GibbonsWilliamWandering Tonalities: Silence; Sound; and Morality in Shadow of the ColossusIn K. J. Donnelly; William Gibbons; Neil Lerner (eds.); Music in Video Games: Studying Play (New York; London: Routledge)2014ACShadow of the Colossus; silence; dynamic music
GibbonsWilliamRemixed Metaphors: Manipulating Classical Music and its Meanings in Video GamesIn Michiel Kamp; Tim Summers; Mark Sweeney (eds.); Ludomusicology: Approaches to Video Game Music (Sheffield; Bristol; CT: Equinox)2016ACclassical music; Gyruss; Fez; Boom Boom Rocket; Catherine
GibbonsWilliamBlip; Bloop; Bach? Some Uses of Classical Music on the Nintendo Entertainment SystemMusic and the Moving Image 2/1; 40-522009APclassical music; NES; composition; Battle of Olympus; Captain Comic; Pirates!; Tetris; politics; imagery; Folk Tunes; Tchaikovsky; Bach; Handel; Mozart; pre-existing music
GibbonsWilliamMusic; Genre; and Nationality in the Postmillenial Fantasy Role-Playing GameIn Miguel Mera; Ronald Sadoff; and Ben Winters (eds); The Routledge Companion to Screen Music and Sound (New York: Routledge); 412-4272017ACRPG; JRPG; Inon Zur; Elder Scrolls; Nobuo Uematsu; Koichi Sugiyama; Jeremy Soule; The Witcher; narrative; game type
GibbonsWilliamUnlimited Replays: Video Games and Classical MusicOxford: Oxford University Press2018BMclassical music; Chopin; BioShock: Infinite; Civilization IV
GibbonsWilliamThe Sounds in the Machine: Hirokazu Tanaka's Cybernetic Soundscape for MetroidIn The Palgrave Handbook of Sound Design and Music in Screen Media: Integrated Soundtracks. Liz Greene; Danijela Kulezic-Wilson (eds.). London: Palgrave Macmillan2016ACMetroid; sound design; Forbidden Planet; art music; NES
GibbonsWilliamLittle harmonic labyrinths: Baroque musical style on the Nintendo Entertainment SystemIn James Cook; Alexander Kolassa; Adam Whittaker (eds.); Recomposing the Past: Representations of Early Music on Stage and Screen (New York: Routledge)2018AChttps://www.taylorfrancis.com/books/e/9781351975520/chapters/10.4324%2F9781315268255-9Nintendo Entertainment System; Dragon Warrior; baroque music; aesthetics; medievalism
GibbonsWilliamSong and the Transition to “Part-Talkie” Japanese Role-Playing GamesIn William Gibbons and Steven Reale (eds); Music in the Role-Playing Game (New York: Routledge); 9-202019AChttps://www.routledge.com/Music-in-the-Role-Playing-Game-Heroes--Harmonies/Gibbons-Reale/p/book/9780815369042silent film; cinema; Lunar; voice; JRPG; Grandia II; song; Noriyuki Iwadare
GibbonsWilliamRewritable Memory: Concerts; Canons; and Game Music HistoryJournal of Sound and Music in Games 1/1; 75-812020APcanon; concert; Video Games Live; narrative; orchestra
GibbonsWilliamThe Problem with Players: A Response to Jonathan GodsallJournal of Sound and Music in Games 1/1; 116-1182020APWilliam Gibbons; Jonathan Godsall; Unlimited Replays; classical music; borrowing; model reader; player experience
GibbonsWilliamOpen Worlds: Globalization; Localization; and Video Game MusicIn Melanie Fritsch and Tim Summers (eds) The Cambridge Companion to Video Game Music (Cambridge: Cambridge University Press); 359-3752021ACJapan; regions; Katamari Damacy; Tales (series); Motoi Sakuraba; demographics; mukokuseki; cultural erasure; Gran Turismo; translation
GilbertJean-Michel Algorithmes de génération de musique pour application dans les jeux vidéoUniversité du Québec à Chicoutimi2008DM (M)https://constellation.uqac.ca/198/1/030095617.pdfalgorithm; procedural generation; computing; mathematics
GodsallJonathanReview of Unlimited Replays by William GibbonsJournal of Sound and Music in Games 1/1; 113-1152020APWilliam Gibbons; Unlimited Replays; classical music; borrowing; player; art; film music; game music; BioShock
GoldKevinAlex OlivierUsing Machine Translation to Convert Between Difficulties in Rhythm GamesProceedings of the Sixth AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment2010ASguitar hero; difficulty; heuristics; neural network
GoldingDanFinding Untitled Goose Game’s Dynamic Music in the World of Silent CinemaJournal of Sound and Music in Games 2/1; 1-162021APhttps://doi.org/10.1525/jsmg.2021.2.1.1dynamic music; Untitled Goose Game; musical adaptation; silent cinema; Mickey-Mousing; Claude Debussy
GoodwinSimonBeep to Boom: The Development of Advanced Runtime Sound Systems for Games and Extended RealityNew York: Routledge2019BMinteractive audio; VR; sound design; implementation; sound field
GraakjærNicolai Jørgensgaard‘Listen to the atmosphere!’: On spectator sounds and their potentially disruptive role in a football simulation video gameThe Soundtrack 11/1-2; 39-552020APhttps://www-ingentaconnect-com/content/intellect/ts/2020/00000011/f0020001FIFA; spectator sounds; sports; television; sound design
GranierEmma Influence de la musique dans le succès des jeux vidéo en France de 1990Université Sorbonne Nouvelle-Paris 32013DM (M)http://www.sudoc.fr/182418111France; success; 1990's games; cultural mediation
GrassoJulianneMusic in the Time of Video Games: Spelunking Final Fantasy IVIn William Gibbons and Steven Reale (eds); Music in the Role-Playing Game (New York: Routledge); 97-1162019AChttps://www.routledge.com/Music-in-the-Role-Playing-Game-Heroes--Harmonies/Gibbons-Reale/p/book/9780815369042JRPG; time; narrative; navigation; chronology; harmony; structure; storytelling; temporality; harmonic structure; battle; turn; repetition
GrassoJulianneOn Canons as Music and MuseJournal of Sound and Music in Games 1/1; 82-862020APcanons; concerts; remix; fandom; The Legend of Zelda
GrassoJulianneVideo Game Music; Meaning; and the Possibilities of PlayUniversity of Chicago2020DDhttps://knowledge-uchicago-edu/record/2292ludomusicology; music cognition; meaning; play; ecological psychology; conceptual blending; ludonarrative; affect; magic circle; embodiment
Greenfield-CasasStefanBetween Worlds: Musical Allegory in Final Fantasy XThe University of Texas at Austin2017DM (M)https://www.academia.edu/33912037/Between_Worlds_Musical_Allegory_in_Final_Fantasy_XFinal Fantasy; Kingdom Hearts; Nobuo Uematsu; hyperreal; simulation; antitheism; replay value; tonality
Greenfield-CasasStefanPlaying with Time in the Zodiac AgeMusicology Now2017AGhttp://musicologynow.ams-net.org/2017/08/playing-with-time-in-zodiac-age.html?m=1Hitoshi Sakimoto; Final Fantasy; Bakhtin; temporality; grinding; boss battles; chronotope
GretheMitchellAndrew ClarkeVideogame Music: Chiptunes Byte Back?DiGRA '07 - Proceedings of the 2007 DiGRA International Conference: Situated Play2007ASchiptune; 8-bit music; subculture
GrimshawMarkGame Sound: Game Sound Technology and Player Interaction: Concepts and DevelopmentsHershey; Pa: Information Science Reference2010BCSee individual entries
GrimshawMarkTom A. GarnerEmbodied Virtual Acoustic Ecologies of Computer GamesIn Karen Collins; Bill Kapralos; Holly Tessler (eds.); The Oxford Handbook of Interactive Audio (Oxford: Oxford University Press)2014ACembodied cognition; emotion; affect; biofeedback; psychophysiology; acoustic ecology
GrimshawMarkSound and Player Immersion in Digital GamesIn Trevor Pinch and Karin Bijsterveld (eds.); The Oxford Handbook of Sound Studies (Oxford Oxford University Press)2011ACfirst-person shooter; sound; immersion; real world; virtual world
GrimshawMarkGareth SchottA Conceptual Framework for the Analysis of First-Person Shooter Audio and its Potential Use for Game EnginesInternational Journal of Computer Games Technology2008APperception; ecology; first-person shooter; audio design; affordance
GrimshawMarkCraig A. Lindley; Lennart NackeSound and Immersion in the First-Person ShooterInternational Journal of Intelligent Games & Simulation 5/12008APfirst-person shooter; audio design; immersion; procedural audio; technology
GrimshawMarkCraig A. Lindley; Lennart NackeSound and Immersion in the First-Person Shooter:Mixed Measurement of the Player's Sonic ExperienceProceedings of Audio Mostly 20082008ASfirst-person shooter; audio design; immersion; procedural audio; technology
GrimshawMarkThe Acoustic Ecology of the First-Person Shooter: The Player Experience of Sound in the First-Person Shooter Computer GameSaarbrücken: VDM Verlag Dr. Mueller2008BMperception; ecology; first-person shooter; audio design; Urban Terror; soundscape; affordance; Gibson; space
GrimshawMarkGareth SchottSituating Gaming as a Sonic Experience: The acoustic ecology of First-Person ShootersSituated Play (2007) Proceedings of DIGRA; Digital Games Research Association; September 24-28; 2007; Tokyo; Japan2007ASperception; ecology; first-person shooter; audio design; soundscape; affordance
GrimshawMarkThe Acoustic Ecology of the First-Person ShooterUniversity of Waikato2007DDperception; ecology; first-person shooter; audio design; Urban Terror; soundscape; affordance; Gibson; space
GrimshawMarkSiu-Lan Tan; Scott D. LipscombPlaying with Sound: The Role of Music and Sound Effects in GamingIn Tan; Siu-Lan; Cohen; Annabel J. Cohen; Scott D. Lipscomb; Roger A. Kendall (eds.); The Psychology of Music in Multimedia2013ACpsychology; sound design; cognitive load; review; technology
Grimshaw-AagaardMarkA Step Back from Reality: Sound and Presence in Computer Games and Other Worlds In Melanie Fritsch and Tim Summers (eds) The Cambridge Companion to Video Game Music (Cambridge: Cambridge University Press); 269-2832021ACenvironment; perception; virtuality; audition; psychoacoustics; localization; fidelity; simulation; immersion; hearing
GrosserMichelleAvatar/Player Subjectivity: An Agential Analysis of Crypt of the NecroDancerJournal of Sound and Music in Games 1/3; 1-142020APimmersion; virtual; agency; cognition; perception
GuJeffHearing Hyrule: Immersion through Sound in The Legend of Zelda: Breath of the WildIn RMA/KVNM Postgraduate Proceedings 2020, ed. Liselotte Podda, Charissa Granger, Núria Bonet, Sio Pan Leon, Tamar Hestrin-Grader, Veerle Driessen2021AChttps://www.kvnm.nl/en/Publisher/RMA%7CKVNM-Postgraduate-Proceedings-2020The Legend of Zelda: Breath of the Wild; ALI model; immersion
GuerrazAgnesJacques LemordantIndeterminate adaptive digital audio for games on mobilesIn Karen Collins (ed.) From Pac-Man to Pop Music: Interactive Audio in Games and New Media (Farnham: Ashgate); 55-722008ACmobiles; portable; API; audio formats; AMML; interactive; 3D audio; iXMF; programmatic control
HambletonElizabethGray Areas: Analyzing Navigable Narratives in the Not-So-Uncanny Valley Between Soundwalks;
Video Games; and Literary Computer Games
Journal of Sound and Music in Games 1/1; 20-432020APinteractive; soundwalk; soundscape; walking simulator; narrative; ludostylistics; soundscape
HarbourTimMusic in Indie video games: a composer's perspective on musical approaches and practicesUniversity of Witwatersrand, Johannesburg2016DDindie games; composition; Braid; Fez; Journey; dynamic music
HartIainMeaningful Play: Performativity; Interactivity and Semiotics in Video Game MusicMusicology Australia; 36/2; pp. 273-2902014APhttp://dx.doi.org/10.1080/08145857.2014.958272ludomusicology; performativity; interactivity; semiology; semiotics; music; expression; text; gameplay
HartIainHard Boiled Music: The Case of L.A. NoireScreen Sound; n52015APhttp://www.screensoundjournal.org/issues/n5/06.%20SSJ%20n5%20Hart.pdffilm noir; neo-noir; period noir; hard-boiled detective fiction; jazz; jeu noir
HartIainSemiotics in Game Music In Melanie Fritsch and Tim Summers (eds) The Cambridge Companion to Video Game Music (Cambridge: Cambridge University Press); 220-2372021ACcommunication; Skyrim; Elder Scrolls; interactivity; signs; meaning; interpretation; configurative signs; signification; battle; combat
HarveyTrevor S.Virtual Worlds: An Ethnomusicological PerspectiveIn Mark Grimshaw (ed.); The Oxford Handbook of Virtuality (Oxford; Oxford University Press)2014ACvirtual worlds; Second Life; musical personas; identity; avatars; ethnography
HavreSigrid JordalLauri Väkevä; Catharina R. Christophersen; Egil HauglandPlaying to learn or learning to play? Playing Rocksmith to learn electric guitar and bass in Nordic music teacher educationBritish Journal of Music Education 36/12019APhttps://doi.org/10.1017/S026505171800027Xeducation; teaching; learning; Rocksmith; TPACK; pedagogy
HavrylivMarkEmiliano Vergara-RichardsFrom Battle Metris to Symbiotic Symphony: A New Model for Musical GamesUniversity of Wollongong Research Online2006AShttp://ro.uow.edu.au/cgi/viewcontent.cgi?article=1027&context=creartspapersmusic games; Battle Metris; gamification; John Cage; Iannis Xenakis; game design;
HébertSylvieRenée Béland; Odrée Dionne-Fournelle; Martine Crête; Sonia J. LupienPhysiological Stress Response to Video-Game Playing: The Contribution of Built-in MusicLife Sciences 76/20; pp. 2371-802005APpsychology; Quake III Arena; stress; experiment
HeinEthanMusic Games in EducationIn Karen Schrier (ed.); Learning; Education and Games (Pittsburgh: ETC Press); 93-1082014ACeducation; DAW; Electronic music; Generative music; MIDI; Notation software; Remix; Sequencer; Win condition
HerberNorbertThe composition-instrument: emergence; improvisation and interaction in games and new mediain Karen Collins (ed.) From Pac-Man to Pop Music: Interactive Audio in Games and New Media (Farnham: Ashgate); 103-1232008ACSpore; Brian Eno; sound garden; interaction; art music; electroplankton; minimalism
HermansPhillipCooperation and Competition in Music CompositionDartmouth College2013DM (M)http://gradworks.umi.com/15/64/1564117.htmlmusic composition; games; consensus protocol; agent-based modeling; music education
HerzJ. C.Joystick Nation: How Videogames Gobbled Our Money; Won Our Hearts and Rewired Our MindsLondon: Abacus1997BMHistory; sound effects; technology development (causal); regional differences of composition; early composition styles
HerzfeldGregorAtmospheres at Play: Aesthetical Considerations of Game MusicIn Moormann; Peter (ed.); Music and Game: Perspectives on a Popular Alliance (Wiesbaden: Springer VS)2013AC
HoffertPaulMusic for New Media: Composing for Videogames; Web Sites; Presentations; and other Interactive MediaBoston; MA: Berklee Press2007BMComposition; technology; middleware;
HoltarNils IverMark J. Nelson; and Julian TogeliusAudioverdrive: Exploring bidirectional communication between music and gameplayProceedings of the 2013 International Computer Music Conference2013ASComposition; bidirectional ; interactive; dynamic music
HöltgenStefanPlay that Pokey Music: Computer Archeological Gaming with Vintage Sound ChipsThe Computer Games Journal (Online First)2018APhttps://link.springer.com/article/10.1007/s40869-018-0068-5sound chip; archaeology; retrocomputing; history
HooperGilesSounding the Story: Music in Videogame CutscenesIn Duncan Williams and Newton Lee (ed.); Emotion in Video Game Soundtracking (Cham: Springer) 115–1412018ACcutscenes; interactivity; emotion; film; play; cut-scenes; cinematics
HooverTomKeeping Score: Interviews with Today's Top Film; Television and Game Music ComposersBoston: Course Technology2010BMComposition; interviews; Marty O'Donnell; Winifred Phillips; Inon Zur; Cris Velasco; Jesper Kyd; Jason Graves
HopkinsChristopherMario Paint: An Accessible Environment of Musical Creativity and Sound ExplorationJournal of Literature and Art Studies; October 2015; Vol. 5; No. 10; 847-8582015APhttp://www.davidpublisher.org/Public/uploads/Contribute/56286de56af46.pdfmusic composition; Super NES; SNES; Nintendo; music theory; music production; sound chip
HopkinsChristopherChiptune Music: An Exploration Of Compositional Techniques As Found In Sunsoft Games For The Nintendo Entertainment System And Famicom From 1988-1992Doctoral Thesis Five Towns College2015DDhttps://www.academia.edu/15400351/Chiptune_music_An_exploration_of_compositional_techniques_as_found_in_Sunsoft_games_for_the_Nintendo_Entertainment_System_and_Famicom_from_1988-1992Sunsoft; Chiptune; Nintendo; NES; compositional techniques
HufschmittAlineStéphane Cardon; Éric JacopinManipulating Player Performance via Music Tempo in TetrisCHI PLAY '20: Extended Abstracts of the 2020 Annual Symposium on Computer-Human Interaction in Play; November 2020; 146–1522020AShttps://doi.org/10.1145/3383668.3419934Tetris; flow; synchronization; tempo
HugDanielNew Wine in New Skins: Sketching the Future of Game Sound DesignIn Mark Grimshaw (ed.); Game Sound Technology and Player Interaction: Concepts and Developments (Hershey; PA); 384-4152011ACTechnology; development; Hollywood; naturalism; reality; liberation; soundtrack; aesthetics
HugillAndrewPanos AmelidesAudio-only computer games: 'Papa Sangre'Emmerson; S and Landy; L; eds. Expanding the horizon of electroacoustic music analysis. Cambridge University Press; Cambridge; pp. 355-375.2016ACelectroacoustic music; audio games; Papa Sangre
HuibertsSander Captivating SoundUniversity of Portsmouth2010DDhttps://octo.hku.nl/octo/repository/getfile?id=zo30jluTQVwimmersion; IZEA; SCI; models
HuibertsSanderListen! – Improving the Cooperation between Game Designers and Audio DesignersThink Design Play: The fifth international conference of the Digital Research Association (DIGRA)2011ASGame design; sound design; audio design; collaboration; creative design practices; design research; multidisciplinarity; education
HuibertsSanderRichard van TolThe Game Pulse -Timing Game Events and Music EventsProceedings Innovation In Music 20132013ASnonlinearity; timing; synchronization; adaptive music; dynamic music
HuibertsSanderRichard van Tol; Kees WentGame Audio Lab - An Architetural Framework for Nonlinear Audio in GamesES 35th International Conference; London; UK; 2009 February 11–132009ASexperimentation; design; nonlinear audio
HulmeZanderKilling-off the Crossfade: Achieving Seamless Transitions With Imbricate AudioGame: The Italian Journal of Game Studies 6/22017APhttps://www.gamejournal.it/wp-content/uploads/2019/08/GAME_06_HearTheMusic_CriticalNotes_Hulme.pdfAdaptive Audio; Composing; Game Music; Immersion; Recorded Music; Pre-rendered Audio; Music Systems
HutchingsPatrick EdwardJon McCormackAdaptive Music Composition for GamesIEEE Transactions on Games; vol. 12; no. 3; pp. 270-280; Sept. 20202020AShttps://ieeexplore.ieee.org/abstract/document/8735930Adaptation models; Adaptive systems; Context modeling; Computational modeling; neural networks
IantornoMichaelGameSound; Quantitative Games Analysis; and the Digital HumanitiesDigital Studies/le Champ Numérique; 10(1); 2.2020APhttps://www.digitalstudies.org/articles/10.16995/dscn.319/#digital humanities; quantitative research; databases
IvănescuAndraTorched song: The hyperreal and the music of L.A. NoireThe Soundtrack 8/1-22015APsemiotics; hyperreal; narrative; preexisting music; L.A. Noire; popular music
IvănescuAndraPopular Music in the Nostalgia Video Game: The Way it Never SoundedCham: Palgrave Macmillan2019BMhttps://www.palgrave.com/gp/book/9783030042806nostalgia; popular music; Bioshock; Fallout; Gone Home; Evoland; remediation; film; semiotics; anachronism
IvănescuAndraThe Music of Tomorrow; Yesterday! Music; Time and Technology in BioShock InfiniteNetworking Knowledge: Journal of the MeCCSA Postgraduate Network 7/22014APhttp://www.ojs.meccsa.org.uk/index.php/netknow/article/view/337/168intertextuality; time travel; nostalgia; covers; anachronism; world building
IvănescuAndraBeneath a Steel Sky: A Musical Characterisation of Class StructureThe Computer Games Journal (Online First)2018APhttps://link.springer.com/article/10.1007/s40869-018-0067-6Beneath a Steel Sky; semiotics; social class; environmental storytelling
IvănescuAndraA Response to Jennifer SmithJournal of Sound and Music in Games 1/2; 882020APhttps://online.ucpress.edu/jsmg/article/1/2/88/106832/A-Response-to-Jennifer-SmithAndra Ivănescu; Jennifer Smith; nostalgia; retro
IvănescuAndraPop Music; Economics and Marketing In Melanie Fritsch and Tim Summers (eds) The Cambridge Companion to Video Game Music (Cambridge: Cambridge University Press); 395-4082021ACWipeout; Guitar Hero; record labels; Grand Theft Auto; trailers; paratextuality; transmediality; synergy; esports; League of Legends
JacobusEnochChoose Your Own Audio-venture: Soundtrack Choices in Beat Hazard Ultra (2011)Musicology Research Journal 32017APhttps://www.musicologyresearch.co.uk/publications/enochjacobus-chooseyourownaudioventuresoundtrackmobile; agency; interactive audio; adaptive audio; co-operative audio; ludus; paidia; paidoludic; engagement; immersion; virtual environment
JacobusEnochChoose your Own Audio-venture: Soundtrack Choices in Beat Hazard Ultra (2011)Musicology Research 32017APhttps://www.musicologyresearch.co.uk/publications/enochjacobus-chooseyourownaudioventuresoundtrackmusic game; presence; affect; play; ludus; paidia
JavetDavidLa figure du Seiyû: voix et corps dans le paysage médiatique japonaisIn Alain Boillat; Irene Weber Henking (eds.) DUBBING. Die Übersetzung im Kino / La traduction audiovisuelle (Marburg: Schüren) 201-2222014AChttps://t.co/v3DB0W79nivoice acting; seiyu; Japan; embodiment
JensonJenniferSuzanne de Castell; Nicholas Taylor; Milena Droumeva; Stephanie FisherThe Gigue is Up: High Culture Gets GameDiGRA '09 - Proceedings of the 2009 DiGRA International Conference: Breaking New Ground: Innovation in Games; Play; Practice and Theory2009ASTafelkids: The Quest for Arundo Donax; Baroque music; music education
JensonJenniferSuzanne de Castell; Nicholas Taylor; Milena DroumevaBaroque Baroque revolution: high culture gets gameFuture Play '08 Proceedings of the 2008 Conference on Future Play: Research; Play; Share; pp.105-112 2008ASteaching; history; children; flash; history; orchestra
JollyKentUsage of Pd in Spore and DarksporePureData Convention2011AShttps://www.uni-weimar.de/kunst-und-gestaltung/wiki/images/Usage_of_Pd_in_Spore_and_Darkspore.pdfSpore; Procedural Music; Pure Data; EA; generative music
JørgensenKristine"What are these Grunts and Growls over there?"” Computer Game Audio and Player ActionCopenhagen University2007DDfilm music; ecology; perception; interviews; diegesis; transdiegesis
JørgensenKristineAudio and Gameplay: An Analysis of PvP Battlegrounds in World of WarcraftGame Studies 8/22008APWorld of Warcraft; earcons; transdiegesis; ecology; function
JørgensenKristineLeft in the dark: playing computer games with the sound turned offIn Karen Collins (ed.) From Pac-Man to Pop Music: Interactive Audio in Games and New Media (Farnham: Ashgate); 163-1762008ACsound; information; Warcraft III; psychology; sound off; information; Hitman Contracts; stealth; strategy; player responses; empirical; information; orientation; space; virtual world
JørgensenKristineTime for New Terminology? Diegetic and Non-Diegetic Sounds in Computer Games RevisitedIn Mark Grimshaw (ed.); Game Sound Technology and Player Interaction: Concepts and Developments (Hershey; PA); 78-972011ACDiegesis; non-diegetic; diegetic; fictionality; terminology; spatial; space; gameworlds
JørgensenKristineOn the Functional Aspects of Computer Game AudioIn Proceedings of the Audio Mostly Conference. Interactive Institute; Piteå; Sweden2006ASspace; transdiegesis; function; earcons;
JørgensenKristineA Comprehensive Study of Sound in Computer Games: How Audio Affects Player ActionLewiston; NY: Mellen2009BMperception; Warcraft III; Hitman Contracts; history; film music; diegesis; earcons; semiotics; transdiegesis;
JørgensenKristineOn Transdiegetic Sounds in Computer GamesNorthern Lights Vol. 5: Digital Aesthetics and Communication2007APtransdiegesis; diegesis; extradiegesis; meta-communication; film music
JørgensenKristineSounds and Sources in SacredProceedings from Cosign 2004. Split; Croatia2004ASfunction; semiotics; Fencott; Sacred; Chion; perception
JørgensenKristineEmphatic and Ecological Sounds in Gameworld InterfacesIn Miguel Mera; Ronald Sadoff; and Ben Winters (eds); The Routledge Companion to Screen Music and Sound (New York: Routledge); 72-842017ACecology; interactivity; diegesis; worlds; icons; earcons; sounds; dynamic
JüngerEllenWhen Music comes into Play - Überlegungen zur Bedeutung von Musik in ComputerspielenIn Michael Mosel (Ed.): Gefangen im Flow? Ästhetik und dispositive Strukturen von Computerspielen. Boizenburg: Verlag Werner Hülsbusch, p. 13–28.2009ACdynamic music; genre; function; ludic music; semiotics
KaaeJesperTheoretical approaches to composing dynamic music for video gamesIn Karen Collins (ed.) From Pac-Man to Pop Music: Interactive Audio in Games and New Media (Farnham: Ashgate); 75-922008ACdynamic music; changes; mixing; segue; linearity; adaptive music; multi-linearity; time
KaganBradleySlave to the Rhythm: Examining Immersive Experiences Through the Interplay of Music and Gameplay in Crypt Of The NecrodancerIJSIM : International Journal on Stereo & Immersive Media 4/12020APhttps://recil.grupolusofona.pt/handle/10437/11640Crypt of the Necrodancer; rhythm; transportation; immersion; ALI
KampMichielSuture and Peritexts: Music Beyond Gameplay and DiegesisIn Michiel Kamp; Tim Summers; Mark Sweeney (eds.); Ludomusicology: Approaches to Video Game Music (Sheffield; Bristol; CT: Equinox)2016ACparatext; peritext; suture; semiotics; Super Mario Bros.; Braid; Super Meat Boy; Max Payne; Battlefield 1942
KampMichielMusical Ecologies in Video GamesPhilosophy & Technology 27/2; 235-492014APperception; James Gibson; ecological psychology; affordances; diegesis
KampMichielFour Ways of Hearing Video Game MusicUniversity of Cambridge2014DDphenomenology; listening; ludic music; background music; ecological psychology; aesthetics
KampMichielLudic music in video gamesUtrecht University2009DM (M)http://dspace.library.uu.nl/bitstream/handle/1874/179576/Kamp;%20Michiel%20-%20MA%20Thesis.pdf?sequence=1ludic music; Juul; narrative; function; puzzles; music games; Caillois; fiction; rules
KampMichielLudomusical Dissonance in Diablo IIIIn William Gibbons and Steven Reale (eds); Music in the Role-Playing Game (New York: Routledge); 131-1452019AChttps://www.routledge.com/Music-in-the-Role-Playing-Game-Heroes--Harmonies/Gibbons-Reale/p/book/9780815369042RPG; ludo-narrative dissonance; Diablo III; semiotics; genre
KampMichielMark SweeneyMusical Landscapes in SkyrimIn William Gibbons and Steven Reale (eds); Music in the Role-Playing Game (New York: Routledge); 179-1962019AChttps://www.routledge.com/Music-in-the-Role-Playing-Game-Heroes--Harmonies/Gibbons-Reale/p/book/9780815369042RPG; Elder Scrolls; Skyrim; aesthetics; nature; klangflache; ambient music; soundscape
KampMichielPlaying Along to What? Video Game Music and the Metaphor ModelIn Ananay Aguilar; Ross Cole; Matthew Pritchard; Eric Clarke (eds.); Remixing Music Studies: Essays in Honour of Nicholas Cook; 32-462020AChttps://www.routledge.com/Remixing-Music-Studies-Essays-in-Honour-of-Nicholas-Cook/Aguilar-Cole-Pritchard-Clarke/p/book/9781138359925Super Mario Bros.; conceptual metaphors; Andrew Schartmann; Analysing Musical Multimedia; ludic music; kinesonic congruence; synchresis; synchronization
KampMichielOld(er) Media and New Musical Affordances in Virtual Reality ExperiencesIn Carlo Cenciarelli (ed.); The Oxford Handbook of Cinematic Listening (New York: Oxford University Press); 712-7362021ACVR; virtuality; affordances; diegesis; ecological psychology; Google Earth VR; remediation
KampMichielAutoethnography; Phenomenology and HermeneuticsIn Melanie Fritsch and Tim Summers (eds) The Cambridge Companion to Video Game Music (Cambridge: Cambridge University Press); 159-1752021ACBastion; listening; hearing; interpretation; interactivity; gameplay; communication; Edmund Husserl; Plants vs Zombies
KanamoriShinyaRyo Yoneda; Masashi YamadaCongruency Between Music and Motion Pictures in the Context of Video Games: Effects of Emotional Features in MusicProceedings of the 12th International Conference on Music Perception and Cognition of the European Society for the Cognitive Sciences of Music; July 23-28; 2012; Thessaloniki; Greece2012AShttp://icmpc-escom2012.web.auth.gr/files/papers/505_Proc.pdfpsychology; congruency; experiment; pleasantness; excitation; semantic differential scales
KanedaMikiRhythm Heaven: Video Games; Idols; and Other Experiences of PlayIn Sumanth Gopinath; Jason Stanyek (eds.) The Oxford Handbook of Mobile Music Studies; Vol. 2 (Oxford Oxford University Press)2014ACrhythm game; Rhythm Heaven; Game Boy Advance; racialized ideology; Japanese bodies; moving onscreen objects
KärjäAntti-VilleMarketing music through computer games: the case of Poets of the Fall and Max Payne 2In Karen Collins (ed.) From Pac-Man to Pop Music: Interactive Audio in Games and New Media (Farnham: Ashgate); 27-442008ACmarketing; copyright; production; licensed music; authenticity; global; local; Max Payne 2; Poets of the Fall
KassabianAnahidUbiquitous listeningIn David Hesmondhalgh and Keith Negus (eds); Popular Music Studies (London: Arnold); 131-142.2002ACmusic technological cultures; modes of listening; subjectivity; technology
KassabianAnahidThe End of Diegesis As We Know It?In John Richardson; Claudia Gorbman; Carol Vernallis (eds.); The Oxford Handbook of New Audiovisual Aesthetics (Oxford: Oxford University Press)2013ACdiegetic; nondiegetic; web sites; apps; new media
KassabianAnahidFreya JarmanGame and Play in Music Video GamesIn Michiel Kamp; Tim Summers; Mark Sweeney (eds.); Ludomusicology: Approaches to Video Game Music (Sheffield; Bristol; CT: Equinox)2016ACmusic games; rhythm games; Caillois; mobile phones; Tap Tap Revenge; ludology
KassabianAnahidRoger Moseley et al.Roundtable: Current Perspectives on Music; Sound; and Narrative in Screen MediaIn Miguel Mera; Ronald Sadoff; and Ben Winters (eds); The Routledge Companion to Screen Music and Sound (New York: Routledge); 108-1242017ACnarrative; film music; interfaces; VR; ludic challenge
KayaliFaresGestural Interaction in Music Video Games“Digital Games: Theory and Design:” conference at Brunel University; London; Great Britain; 09/14/072008AShttp://igw.tuwien.ac.at/fares/Fares_Kayali/publications/Entries/2007/9/14_Gestural_Interaction_in_Music_Video_Games_files/KayaliGesturalInteraction.pdfmusic games; Guitar Hero; Electroplankton; perception; tangible interfaces
KayaliFaresMartin Pichlmair; Petr KotikMobile Tangible Interfaces as Gestural Instruments5th International Music Workshop 2008; Vienna; Austria; 05/13/08-05/16/082008AShttps://igw.tuwien.ac.at/fares/Fares_Kayali/publications/Entries/2008/2/20_Mobile_Tangible_Interfaces_as_Gestural_Instruments_files/GesturalInstruments.pdftangible interfaces; perception; music games; game design;
KayaliFaresVera Schwarz; Gerit Götzenbrucker; Jürgen Pfeiffer; Barbara Franz; Peter PurgathoferSerious Beats: Transdisciplinary research methodologies for designing and evaluating a socially integrative serious music-based online gameDiGRA '11 - Proceedings of the 2011 DiGRA International Conference: Think Design Play2011ASmusic games; design; social integration; migrants
KayaliFaresPlaying Music: Design; Theory; and Practice of Music-based GamesVienna University of Technology2008DDmusic games; game design; interviews; Otocky; Parappa the Rapper; Sim Tunes; Vib Ribbon; FreQuency; Rez; Guitar Hero; Electroplankton; Elite Beat Agents; Nintendo DS; interface; kinaesthesia;
Keeler; Jr.Kevin R.Video Games in Music Education: The Impact of Video Games on Rhythmic PerformanceVisions of Research in Music Education 37; 1-202020APhttp://www-usr.rider.edu/~vrme/v37n1/visions/3708S-Keeler.pdfmusic education; flow; virtual reality; rhythmic achievement; Beat Saber; Guitar Hero; rhythm games
KeesingAaronMatthew Ooi; Ocean Wu; Xinghao Ye; Lindsay Shaw; Burkhard C. WünscheHIIT With Hits: Using Music and Gameplay to Induce HIIT in ExergamesACSW 2019 Proceedings of the Australasian Computer Science Week Multiconference2019AShttps://dl.acm.org/citation.cfm?id=3290740exercise; sports; HIIT; virtual reality; health; exergame; psychology
KerinsMarkMultichannel Gaming and the Aesthetics of Interactive SurroundIn John Richardson; Claudia Gorbman; Carol Vernallis (eds.); The Oxford Handbook of New Audiovisual Aesthetics (Oxford: Oxford University Press)2013ACsurround sound; multichannel sound; interactivity; immersion; genre; platform games; third-person; first-person; rhythm games
KirbyPhilipMusical orientation in virtual space: videogame score and the spatiality of musical style and topicSocial and Cultural Geography; 2020AP10.1080/14649365.2020.1821392Musical geographies; digital geographies; non-representational theory; space; topic
KirchbergIrinaDe la manette à la baguette. Les publics des concerts symphoniques de musique de jeu vidéoIn Stéphane Dorin (ed.); Déchiffrer les publics de la musique classique. Perspectives comparatives; historiques et sociologiques; Paris: Archives contemporaines; 309-3242018ACgames in concert; audiences; orchestras
KirchbergIrinaEthnographier l’écoute à l’ère du numérique. D’une étude sur les amateurs de musique de jeux-vidéo à l’analyse des ‟carrières d’auditeurs”Philippe Le Guern (ed.); En quête de musique: questions de méthode à l'ère de la numérimorphose (Paris: Hermann)2017AC
KirkeAlexisWhen the Soundtrack is the Game: From Audio-Games to Gaming the MusicIn Duncan Williams and Newton Lee (ed.); Emotion in Video Game Soundtracking (Cham: Springer); 65-832018ACMinecraft; audio games; music games; audiogames; musicality
KizzireJessica"The Place I'll Return to Someday": Musical Nostalgia in Final Fantasy IXIn K. J. Donnelly; William Gibbons; Neil Lerner (eds.); Music in Video Games: Studying Play (New York; London: Routledge)2014ACFinal Fantasy; nostalgia; 8-bit; analysis; Baroque music; Renaissance music
KnightTimMastering Sound and Music on the Atari STBerkeley; CA: Sybex1987BMAtari ST; sound design; composition; 8-bit; technology;
KnoblauchWilliamSIMON: The Prelude to Modern Music Video GamesIn Michael Austin (ed.); Music Video Games: Performance; Politics; and Play (London: Boomsbury)2016ACSIMON; hand-held; Hasbro; history; arcade games
KohlerChrisPower-Up: How Japanese Video Games Gave the World an Extra LifeIndianapolis: Bradygames2005BMhistory; Japan; interviews; final fantasy; cinematic aesthetic
KolassaAlexanderHail the nightmare: Music; sound and materiality in BloodborneThe Soundtrack 11/1-2; 23-382020APhttps://www-ingentaconnect-com/content/intellect/ts/2020/00000011/f0020001Bloodborne; gothic; weird; film music; horror; modernism; tropes; sound design
KrishnaswamiRaviPlaying Songwriter: Creating Songs for the Fictional Worlds of Video GamesJournal of Sound and Music in Games 1/2; 68-832020APhttps://online.ucpress.edu/jsmg/article/1/2/68/106830/Playing-SongwriterCreating-Songs-for-the-Fictionalludomusicology; auto-ethnography; game studies; diegetic music
KudischEricaSelected annotated bibliographyIn Karen Collins (ed.) From Pac-Man to Pop Music: Interactive Audio in Games and New Media (Farnham: Ashgate); 189-1942008ACAcademic; scholarship; bibliography; publications; resources; articles; books
LafontAugustin Le son dans les jeux vidéo: du niveau du jeu ou niveau du joueurUniversité Paris-Est Marne-La-Vallée2018DM (M)sound; level-design
LambBrendanBarnabas SmithFrom Skyrim to Skellige: Fantasy Video Game Music Within a Neo-Mediaevalist Paradigm Musicology Australia 40/22019APfantasy; environment; gameworld; folk; medieval; history; RPG; Witcher; Skyrim; Elder Scrolls
LanghorstTomThe Unanswered Question of Musical Meaning: A Cross-domain ApproachIn Karen Collins; Bill Kapralos; Holly Tessler (eds.); The Oxford Handbook of Interactive Audio (Oxford: Oxford University Press)2014ACmusic cognition; musical meaning; sound design; interaction design; tonality; arcade games; user interface
LanghorstTomThe Sound of a Serve Toss: An Informational View on the Gameworld Interface as Sonic Interface DesignGame: The Italian Journal of Game Studies 6/22017APhttps://www.gamejournal.it/wp-content/uploads/2019/08/GAME_06_HearTheMusic_CriticalNotes_Langhorst.pdfGame Sound Design; Sonic Interface Design; Informational Spaces; Music Cognition; Semiotics; Persuasive Design
LanhamMichealGame Audio Development with Unity 5.XBirmingham: Pakt Publishing2017BMadaptive; middleware; implementation
LansleyAlastairPeter Vamplew; Cameron Foale; Philip SmithSoniFight: Software to Provide Additional Sonification Cues to Video Games for Visually Impaired PlayersThe Computer Games Journal 7/2; 115-1302018APhttps://link.springer.com/article/10.1007/s40869-018-0059-6sonification; sonify; audio cues; visual impairment; accessibility; blind; audio game
LarocheGuillaumeAnalyzing Musical Mario-media: Variations in the Music of Super Mario Video GamesMcGill University2012DM (M)digitool.library.mcgill.ca/thesisfile107638.pdfSuper Mario Bros.; Super Mario World; Super Mario 64; Super Mario Sunshine; analysis; themes
LavengoodMeganTimbre; Genre; and Polystylism in Sonic the Hedgehog 3In Nick Braae and Kai Arne Hansen (eds.); On Popular Music and its Unruly Entanglements (London: Palgrave-Macmillan); 209-2342019ACSonic the Hedgehog 3; popular music; genre; semiotics; timbre; intertextuality
Le PradoCécile Ecritures sonores: entre déterminisme; émergence et interactivitéConservatoire National des Arts et Métier2013DDhttp://www.sudoc.fr/181846756interaction; acoustic setup; emergence
LeffordNyssimThe Generative Process; Music Composition and GamesLeonardo 40(2) 129-352007APgenerative games; music games; composition; game design
LehmanFrankMethods and Challenges of Analyzing Screen MediaIn Miguel Mera; Ronald Sadoff; and Ben Winters (eds); The Routledge Companion to Screen Music and Sound (New York: Routledge); 497-5162017ACanalyzing; approaches; modularity; film music; Portal; theory; Neo-Riemannian; Schenker; Portal 2; Michael Morasky
LendinoJamesScoring for the Modern Computer GameProceedings of the International Computer Music Conference. San Francisco: International Computer Music Association1998AScomposition; dynamic music; technology; middleware; aesthetics;
LernerNeilThe Origins of Musical Style In Video Games; 1977–1983In David Neumeyer (ed.); The Oxford Handbook of Film Music Studies (Oxford: Oxford University Press)2013ACsilent film; wall-to-wall music; history; musical score; film music; Space Invaders; Donkey Kong; screen action
LernerNeilMario’s Dynamic Leaps: Musical Innovations and the Specter of Early Cinema in Donkey Kong and Super Mario BrosIn K. J. Donnelly; William Gibbons; Neil Lerner (eds.); Music in Video Games: Studying Play (New York; London: Routledge)2014ACDonkey Kong; Super Mario Bros.; silent film; early cinema; history; mickey-mousing
LesserAndrewVideo Game Technology and Learning in the Music ClassroomDoctoral Thesis Columbia University2019DDhttps://academiccommons.columbia.edu/doi/10.7916/d8-bn7a-y514/downloadeducation; school; teaching; theory; learning
LesserAndrew J.An Investigation of Digital Game-Based Learning Software in the Elementary General Music ClassroomJournal of Sound and Music in Games 1/2; 1-242020APhttps://online.ucpress.edu/jsmg/article/1/2/1/106829/An-Investigation-of-Digital-Game-Based-Learningdigital games; music education; software; technology; video games
LevyLauraThe Effects of Background Music on Video Game Play Performance; Behavior and Experience in Extraverts and IntrovertsGeorgia Institute of Technology2015DM (M)https://smartech.gatech.edu/bitstream/handle/1853/54462/LEVY-THESIS-2015.pdfcognitive performance; flow; behavior; big five; introvert; extravert; background music
LibermanDavidGame Enhanced Music ManuscriptIn Stephen Spencer (ed.); Proceedings of the 4th International Conference on Computer Graphics and Interactive Techniques in Australasia and South East Asia (GRAPHITE 2006) (Melbourne: ACM Press); 245-2502006ASgame-scores; concerts; performance; composition; art; non-linearity
LiebeMichaelInteractivity and Music in Computer GamesIn Moormann; Peter (ed.); Music and Game: Perspectives on a Popular Alliance (Wiesbaden: Springer VS)2013AC
LiljedahlMatsSound for Fantasy and FreedomIn Mark Grimshaw (ed.); Game Sound Technology and Player Interaction: Concepts and Developments (Hershey; PA); 22-432011ACPhysical environment; voices; senses; immersion; GameFlow; Interactive Institute; Sonic Studio; perception; stimuli; game mechanics
LindStephanieActive Interfaces and Thematic Events in The Legend of Zelda: Ocarina of TimeIn Michael Austin (ed.); Music Video Games: Performance; Politics; and Play (London: Boomsbury)2016ACZelda; Nintendo; diegetic; leitmotif; virtual instrument; immersion
LindStephanieMusic as temporal disruption in Assassin’s CreedThe Soundtrack 11/1-2; 57-732020APhttps://www-ingentaconnect-com/content/intellect/ts/2020/00000011/f0020001Assassin's Creed; disruption; music analysis; soundscape; transcription; hypervisual
LindaO'KeeffeSound is Not a Simulation: Methodologies for Examining the Experience of SoundscapesIn Mark Grimshaw (ed.); Game Sound Technology and Player Interaction: Concepts and Developments (Hershey; PA); 44-592011ACSoundscape; immersion; virtual; navigation; urban spaces; noise; space; design
LipscombScott D.Sean M. ZehnderImmersion in the Virtual Environment: The Effect of a Musical Score on the Video Gaming ExperienceJournal of Physiological Anthropology and Applied Human Sciences 23/6; 337-3432004APimmersion; film music; cognition; perception; virtual environment
LittleKyleMusicianship and Gaming: Investigating Adolsecents' ExperiencesMasters Dissertation; University of Wollongong2013DMGuitar Hero; Rock Band; school; syllabus; cultural capital; education
LivingstoneSteven R.Andrew R. BrownDynamic response: real-time adaptation for music emotionACM International Conference Proceeding Series. Vol. 123.2005ASadaptive music; emotion; dynamic response
LomelandJon IngeHow Can Interactive Music be Used in Virtual Worlds Like World of Warcraft?In Karen Collins; Bill Kapralos; Holly Tessler (eds.); The Oxford Handbook of Interactive Audio (Oxford: Oxford University Press)2014ACinteractive music; MMORPG; World of Warcraft; listener fatigue; composition techniques; nostalgia
Lopez DuarteAlvaro E.Algorithmic interactive music generation in videogames: A modular design for adaptive automatic music scoringSound Effects 9/12020APhttps://doi.org/10.7146/se.v9i1.118245composition; algorithmic music; generative music; dynamic music; Wwise
Lopez DuarteAlvaroAlgorithmic interactive music generation in videogames SoundEffects - An Interdisciplinary Journal of Sound and Sound Experience; 9(1); 38-59.2020APhttps://doi.org/10.7146/se.v9i1.118245Narrative; algorithmic music; dynamic music; Wwise; Markov models; AI
López IbáñezManuelNahum Álvarez; Frederico PeinadoTowards and Emotion-Driven Adaptive System for Video Game MusicInternational Conference on Advances in Computer Entertainment2017ASdynamic music; affective computing; procedural music; interactive storytelling
LujanDanielPersonifying Dynamic Video Game Music Through Live Performance: A Rescoring of RiMEBaylor University2020DM (M)https://baylor-ir.tdl.org/handle/2104/10996performance; composition; puzzle games; dynamic music; RiME
MachinDavidTheo van LeeuwenSound; music and gender in mobile gamesGender and Language 10/32016APhttps://journals.equinoxpub.com/GL/article/viewArticle/32039Semiotics; value; positioning; Genie Palace Divine; Dragon Island Race
MaenhoutJohnSonic Representations of Categorical Difference in Diegetic Video Game MusicMA Dissertation; The University of North Carolina at Chapel Hill2018DMCommunication and the arts; Education; Fire Emblem; Gender; Music pedagogy; Race; Sexuality; Video games
MarcosGermán Ruiz An investigation on the automatic generation of music and its application into video games8th International Conference on Affective Computing and Intelligent Interaction Workshops and Demos (ACIIW); Cambridge; United Kingdom; 20192019AShttps://ieeexplore.ieee.org/abstract/document/8925275Generators; Harmonic analysis; Real-time systems; Analytical models; Hidden Markov models; generative music; algorithmic music
MarksAaronThe Complete Guide to Game Audio for Composers; Musicians; Sound Designers; and Game Developers 2nd EdBurlington; MA and Oxford: Focal Press2009BMcomposition; sound design; how-to
MarksAaronJeannie NovakGame Development Essentials: Game Audio DevelopmentNew York: Delmar2009BMcomposition; sound design; how-to
MarshallWayneSocial Dance in the Age of (Anti-)Social Media: Fortnite; Online Video; and the Jook at a Virtual CrossroadsJournal of Popular Music Studies 31/4; 3-152019APhttps://jpms-ucpress-edu/content/31/4/3Fortnite; dance; social media; youth culture; patriarchy
MartelloAnthony8-Bit Heroes: A Look into the Development and Presence of Early Video Game Music in Popular CultureWesleyan University2010DM (U)http://wesscholar.wesleyan.edu/cgi/viewcontent.cgi?article=1393&context=etd_hon_theses8-bit; popular music; Super Mario Bros.
McAlpineKennethThe sound of 1-bit: Technical constraint as a driver for musical creativity on the Sinclair ZX SpectrumGAME 6: Hear the Music; Play the Game. Music and Game Design: Interplays and Perspectives2016AP
McAlpineKennethAll Aboard the Impulse Train: An Analysis of the Two Channel Music Routine in Manic MinerThe Computer Games Journal 4/32015AP1-bit music; ZX spectrum; chiptune; binary impulse train analysis
McAlpineKennethShake and Create Reappropriating Video Game Technologies for the Enactive Learning of MusicIn Serious Games and Edutainment Applications; Volume II. Minhua Ma; Andreas Oikonomou (eds.). Cham: Springer2017ACenactive learning; gestural control; hacking; music education; KIDI; MIDI interfaces
McAlpineKennethBits and Pieces: A History of ChiptunesNew York: Oxford University Press2018BMchiptune; NES; Game Boy; Rob Hubbard; Nintendo; Atari; Commodore; 8-bit
McAlpineKennethA Response to Peter SmuckerJournal of Sound and Music in Games 1/1; 1242020APNintendo; Peter Smucker; Kenneth McAlpine; Sega
McAlpineKennyPress Play on Tape: 8-Bit Composition on the Commodore 64In Innovation in Music: Performance; Production; Technology; and Business; edited by Russ Hepworth-Sawyer; Jay Hodgson; Justin Paterson; and Rob Toulson; 37–51 New York; London: Routledge.2019ACchiptune; Commodore 64; 8-bit music; composition
McAlpineKenneth B.Chiptune; Ownership and the Digital Underground In Melanie Fritsch and Tim Summers (eds) The Cambridge Companion to Video Game Music (Cambridge: Cambridge University Press); 33-512021AClo-fi; demoscene; cracktro; piracy; warez; PSG; copy protection; hackers; Mark Knight; Ben Daglish
McKittrickMeganScott Pilgrim vs. The Veteran Gamer: The Canonization and Commodification of Nostalgia in Anamanaguchi’s 8-bit Video Game SoundtrackReconstruction: Studies in Contemporary Culture 14; no. 12014APhttp://reconstruction.eserver.org/Issues/141/McKittrick.shtmlScott Pilgrim vs. The World; Anamanaguchi; chiptune; 8-bit; postmodernism; nostalgia aesthetic
McSweeneyAnthonyRob Hubbard's Music: Disassembled; Commented and ExplainedC=Hacking1993APhttp://ffd2.com/fridge/chacking/c=hacking5.txtRob Hubbard; sound chip; hacking; Commodore 64
Medina-GrayElizabethMeaningful Modular Combinations: Simultaneous Harp and Environmental Music in Two Legend of Zelda GamesIn K. J. Donnelly; William Gibbons; Neil Lerner (eds.); Music in Video Games: Studying Play (New York; London: Routledge)2014ACtransitions; analysis; The Legend of Zelda; instruments; smoothness
Medina-GrayElizabethModularity in Video Game MusicIn Michiel Kamp; Tim Summers; Mark Sweeney (eds.); Ludomusicology: Approaches to Video Game Music (Sheffield; Bristol; CT: Equinox)2016ACanalysis; avant-garde; indeterminacy; John Cage; Pierre Boulez
Medina-GrayElizabethModular Structure and Function in Early 21st-Century Video Game MusicYale University2014DDmodularity; structure; transitions; loops; Flower; earcons; indeterminate music; smoothness
Medina-GrayElizabethMusical Dreams and Nightmares: An Analysis of FlowerIn Miguel Mera; Ronald Sadoff; and Ben Winters (eds); The Routledge Companion to Screen Music and Sound (New York: Routledge); 562-5762017ACModularity; interactivity; smoothness; disjunction; analysis; theory; generative; procedural; Vincent Diamante
Medina-GrayElizabethAnalyzing Modular Smoothness in Video Game MusicMusic Theory Online 25/32019APhttps://www.mtosmt.org/issues/mto.19.25.3/mto.19.25.3.medina.gray.htmlmodular music; smoothness; probability; The Legend of Zelda: The Wind Waker; Portal 2; modularity; dynamic music
Medina-GrayElizabethInteracting with Soundscapes: Music; Sound Effects; and Dialogue in Video Games In Melanie Fritsch and Tim Summers (eds) The Cambridge Companion to Video Game Music (Cambridge: Cambridge University Press); 176-1922021ACearcon; auditory icon; Dragon Quest; Dragon Warrior; Super Mario Galaxy; voice; text; sfx; kinesonic synchresis; soundscape; musicality; musical sound
MelendezElisaFor Those About to Rock: Gender Codes in the Rock Music Video Games Rock Band and RocksmithDoctoral Dissertation; Florida International University2018DDfeminism; gender; ethnography; autoethnography; inclusivity; sexuality
MeneguetteLucas CorreiaA afinação do mundo virtual: identidade sonora em jogos digitaisUniversity of São Paolo2016DDaudio; world building; sound palette; ludofunctional characterization; acoustic ecology
MeraMiguelInvention/Re-inventionMusic; Sound and the Moving Image 3/1; 1-202009APintertextuality; film; cross-mediality; film music; Tomb Raider; Second Life
MeraMiguelAn Interview with James HanniganMusic; Sound and the Moving Image 3/1; 99-1152009APcomposer interview; film music; Harry Potter; leitmotif; dynamic music; composition; technology;
MercerAndrewGame Play to Music Play - Video Games in the Music RoomThe Canadian Music Educator; Edmonton Vol. 50; Iss. 3; 45. 2009APclassroom; education
MeyerCharles Du mutisme au dialogue; les interactions vocales dans les jeux vidéoEcole nationale supérieure Louis Lumière2015DM (M)http://www.omnsh.org/sites/default/files/du_mutisme_au_dialogue_-_charles_meyer_-_2015.pdfgameplay; vocal writing; vocal recognition; spectral analysis; narration; immersion
MichelmoreGuyBuilding Relationships: The Process of Creating Game MusicIn Melanie Fritsch and Tim Summers (eds) The Cambridge Companion to Video Game Music (Cambridge: Cambridge University Press); 64-732021ACcomposing; implementation; dynamic music; adaptive music; budget; recording; structure; loops; stems; interactivity
MillarStephenMartin J. Power; Paul Widdop; Daniel Parnell; James CarrFootball and Popular Culture: Singing Out from the StandsLondon and New York: Routledge2021BChttps://www.routledge.com/Football-and-Popular-Culture-Singing-Out-from-the-Stands/Millar-Power-Widdop-Parnell-Carr/p/book/9780367433505football; songs; chants; popular culture
MillerKiriJacking the Dial: Radio; Race; and Place in "Grand Theft Auto"Ethnomusicology 51/3; 402-4382007APGrand Theft Auto; culture; radio; licensed music; ethnography; place; hip-hop; rap; avatar; player choice; survey; empirical
MillerKiriThe Accidental Carjack: Ethnography; Gameworld Tourism; and Grand Theft AutoGame Studies 8/12008APGrand Theft Auto; culture; radio; licensed music; ethnography; place; time; history; hip-hop; rap; avatar; player choice; survey; empirical
MillerKiriVirtual and Visceral Experience in Music-Oriented Video GamesIn Carol Vernallis; Amy Herzog; John Richardson (ed.); The Oxford Handbook of Sound and Image in Digital Media (Oxford: Oxford University Press)2013ACGuitar Hero; Rock Band; DJ Hero; performance; immersion; game; instrument; guitar; DJ; virtual; ethnomusicology
MillerKiriMultisensory Musicality in Dance CentralIn Karen Collins; Bill Kapralos; Holly Tessler (eds.); The Oxford Handbook of Interactive Audio (Oxford: Oxford University Press)2014ACrhythm game; Dance Central; dance; multisensory; interactivity; participatory culture; interface; ethnomusicology; sound studies
MillerKiriGrove Street Grimm: Grand Theft Auto and Digital FolkloreJournal of American Folklore 121/481; 255-2852008APethnography; Grand Theft Auto; performance practice; licensed music; hip-hop; empirical; folklore;
MillerKiriSchizophonic Performance: Guitar Hero; Rock Band; and Virtual VirtuosityJournal of the Society for American Music 3/4; 395-4292009APsurvey; response; Guitar Hero; performance; music games; authenticity; realism;
MillerBenMusic Learning through Video Games and Apps: Guitar Hero; Rock Band; Amplitude; Frequency; and Rocksmith; and Bandfuse ; and Bit.Trip Complete; and Audiosurf; and Beat Hazard; and Biophilia (review) American Music 31/4; 511-5142013APeducation; teaching; theory; apps; composition
MillerKiriPlaying along: Digital games; YouTube; and virtual performanceNew York: Oxford University Press2012BMGrand Theft Auto; music games; performance; Guitar Hero; ethnomusicology
MillerKiriPlayable Bodies: Dance Games and Intimate MediaNew York: Oxford University Press2017BMgender; performance; play; music games; just dance; dance central
MitchellHelenLet’s Mix it Up: Interviews Exploring the Practical and Technical Challenges of Interactive Mixing in GamesIn Karen Collins; Bill Kapralos; Holly Tessler (eds.); The Oxford Handbook of Interactive Audio (Oxford: Oxford University Press)2014ACmixing; interactive; dynamic;  sound effects; Foley; real-time integration
MitchellHelenPlug-In to Fear: Game Biosensors and Negative Physiological Responses to MusicMusic and the Moving Image 8/12015APbiosensors; horror; EEG; brain computer interfaces
MitchellHelen R.Fear and the musical avant-garde in games: interviews with Jason Graves; Garry Schyman; Paul Gorman and Michael KamperHorror Studies 5/1; 127-1442014APcinema; film; horror; gore; psychological effects; boredom; fear; emotions
Morin-SimardAndréaneL'interférence musicale au cinéma; à la télévision et dans le jeu vidéoUniversité de montréal2014DM (M)https://papyrus.bib.umontreal.ca/xmlui/bitstream/handle/1866/11628/Morin-Simard_Andreane_2014_memoire.pdf?sequence=4intertextuality; interference; popular song; cinema; television
Morin-SimardAndréane Gamers (Don't) Fear the Reaper: Musical Intertextuality and Interference in Video GamesContemporary Research on Intertextuality in Video Games; ed. Christophe Duret and Christian-Marie Pons (IGI Global); 71-912016ACsongs; Blue Öyster Cult; Ripper; Prey; Roadkill; pop music; rock; recontextualization
MorissetAntoine Ludomusicologie: Origines et MéthodesUniversité de Poitiers2018DM (M)methodology; history of ludomusicology
MorrisJeremyApp MusicIn Sheila Whiteley and Shara Rambarran (eds.); The Oxford Handbook of Music and Virtuality (Oxford: Oxford University Press)2016ACapps; Biophilia; Bjork; Lady Gaga; commodity; enhanced CDs; interactivity; CD-ROMs; cultural goods
MoseleyRogerAya SaikiNintendo's Art of Musical PlayIn K. J. Donnelly; William Gibbons; Neil Lerner (eds.); Music in Video Games: Studying Play (New York; London: Routledge)2014ACNintendo; Wii Music; Game & Watch; music games; instruments; interfaces
MoseleyRogerPlaying games with music; and vice versa: performance and recreation in Guitar Hero and Rock BandIn Nicholas Cook and Richard Pettengill (eds.); Taking It to the Bridge: Music as Performance. Ann Arbor: University of Michigan Press2013ACGuitar Hero; Rock Band; music games; performance; Caillois; ludus; paidia; virtuosity
MoseleyRogerKeys to Play: Music as a Ludic Medium from Apollo to NintendoBerkeley: University of California Press2016BMhttps://www.luminosoa.org/site/books/10.1525/luminos.16/keyboard; play; interfaces; ludus; paidia; interactivity; musicology; history; Nintendo; musicology; myth; piano; Mario
MouravievIvanThe Synchretic Network: Linking Music; Narrative; and Emotion in the Video Game JourneyNota Bene 10/1; 64-802017APhttps://ojs.lib.uwo.ca/index.php/notabene/article/view/6613digital art; Michel Chion; Jochen Kleres; Dominic Lopes; synchresis; narrative; emotion;
MullanEoinPhysical Modelling for Sound SynthesisIn Mark Grimshaw (ed.); Game Sound Technology and Player Interaction: Concepts and Developments (Hershey; PA); 340-3602011ACSynthesis; technology; realism; procedural audio; physical modelling; run time; intuitive; virtual world; interaction; environments; perception; physics
MundayRodMusic in Video GamesIn Jamie Sexton (ed.); Music; Sound and Multimedia: From the Live to the Virtual (Edinburgh: Edinburgh University Press); 51-672007ACimmersion; diegesis; environment; cognitive immersion; mythic immersion
MundhenkeFlorianResourceful Frames and Sensory Functions - Musical Transformations from Game to Film in Silent HillIn Moormann; Peter (ed.); Music and Game: Perspectives on a Popular Alliance (Wiesbaden: Springer VS)2013AC
MunganRemzi YagizPerforming video games: Approaching games as musical instrumentsMFA Dissertation Purdue University;2013DMflow; performance; instruments; interface; installation
MurphyDavidFlaithrí NeffSpatial Sound for Computer Games and Virtual RealityIn Mark Grimshaw (ed.); Game Sound Technology and Player Interaction: Concepts and Developments (Hershey; PA); 287-3122011ACSpatial sound; virtual reality; synthetic environments; mutli-modal spaces; future trends; technology; head related transfer function; implementation; virtual scene
MussiesMartineA Ludomusicologist Goes to the Museum: A Review of Videogames: Design/Play/Disrupt at the Victoria and Albert MuseumJournal of Sound and Music in Games 1/1; 125-1322020APExhibition; museum; Victoria and Albert Museum; V&A Museum; curation; canon; expo; game design; game culture
NackeLennartMark Grimshaw; Craig A. LindleyMore than a feeling: Measurement of sonic user experience and psychophysiology in a first-person shooter gameInteracting with Computers; 22/5; 336-3432010APempirical; experiment; cognitive; psychophysiology; EMG; EDA; GEQ; user experience; Half-Life 2;
NackeLennartMark GrimshawPlayer-Game Interaction Through Affective SoundIn Mark Grimshaw (ed.); Game Sound Technology and Player Interaction: Concepts and Developments (Hershey; PA); 264-2852011ACAffective activity; aesthetics; sound; emotions; empirical; physiological; psychological; interaction; experience; psychophysiological
NaxerMeghanA Hidden Harmony: Music Theory Pedagogy and Role-Playing GamesIn William Gibbons and Steven Reale (eds); Music in the Role-Playing Game (New York: Routledge); 146-1582019AChttps://www.routledge.com/Music-in-the-Role-Playing-Game-Heroes--Harmonies/Gibbons-Reale/p/book/9780815369042self-determination theory; SDT; education; classroom; learning; engagement; gamification; skill; failure; syllabus; course; difficulty; choice
NewcombDavidThe Fundamentals of the Video Game Music GenreJames Madison University; DMA Thesis2012DDgenre; market; atari; companies
NewmanJamesThe Music of Microswitches: Preserving Videogame Sound—A ProposalThe Computer Games Journal (Online First)2018APhttps://link.springer.com/article/10.1007/s40869-018-0065-8preservation; archiving; microswitches
NewmanJamesDriving the SID chip: Assembly Language; Composition; and Sound Design for the C64Game: The Italian Journal of Game Studies 6/12017APhttps://www.gamejournal.it/wp-content/uploads/2019/08/GAME_06_HearTheMusic_Journal_Newman.pdfCommodore; SID chip; driver affordance; design potential: Rob Hubbard; Martin Galway
NewmanJamesBefore Red Book: Early Video Game Music and TechnologyIn Melanie Fritsch and Tim Summers (eds) The Cambridge Companion to Video Game Music (Cambridge: Cambridge University Press); 12-322021ACchiptune; chip music; Rob Hubbard; Atari; Commodore 64 (C64); Nintendo Entertainment System (NES); Amiga; Koji Kondo; Junko Ozawa; aesthetics
NorthAdrian C.David J. HargreavesMusic and Driving Game PerformanceScandinavian Journal of Psychology 40/4; pp. 285-921999APhttp://onlinelibrary.wiley.com/doi/10.1111/1467-9450.404128/abstractpsychology; experiment; arousal; performance; cognitive processing; Indianapolis 500; racing game
O'HaraWilliamMapping Sound: Play; Performance; and Analysis in ProteusJournal of Sound and Music in Games 1/3; 35-662020APProteus; modernism; aleatory music; analysis; indie games
OldenburgAaronSonic Mechancs: Audio as GameplayGame Studies 13/12013APhttp://gamestudies.org/1301/articles/oldenburg_sonic_mechanicsaudio; sound art; conceptual art; Proceduralism; experimental; acousmatic; non-cochlear; experimental; artgames; vision-impaired
O'LearyJaredEvan TobiasSonic Participatory Cultures within; through; and around Video GamesIn Roger Mantie and Gareth Dylan Smith (eds.); The Oxford Handbook of Music Making and Leisure (pp. 543-5662016AChttps://global.oup.com/academic/product/the-oxford-handbook-of-music-making-and-leisure-9780190244705?cc=us&lang=en&participatory culture; sonic participation; leisure
O'LearyJaredA corpus-assisted discourse analysis of music-related practices discussed within chipmusic.orgArizona State University2018DDhttps://search.proquest.com/docview/2154870828remix; fan; covers; chiptune; education; enterprise
OlivaCostantinoOn the ontological status of musical actions in digital gamesThe Philosophy of Computer Games Conference; Kraków2017AShttp://gamephilosophy.org/wp-content/uploads/confmanuscripts/pcg2017/Oliva%20-%202017%20-%20On%20the%20ontological%20status%20of%20musical%20actions%20in%20digital%20games.pdfmusic games; musicking; performance; play; philosophy; ontology; aesthetics
OlivaCostantinoTaiko no Tatsujin: Musical literacy in the Media Mix DIGRA '19 - Game; Play and the Emerging Ludo-Mix2019AShttps://s3.amazonaws.com/academia.edu.documents/60730271/Oliva__C._-_Taiko_no_Tatsujin-_Musical_literacy_in_the_Media_Mix_-_Digra_201920190928-130677-1g5npxm.pdf?response-content-disposition=inline%3B%20filename%3DTaiko_no_Tatsujin_Musical_Literacy_in_th.pdf&X-Amz-Algorithm=AWS4-HMAC-SHA256&X-Amz-Credential=AKIAIWOWYYGZ2Y53UL3A%2F20200202%2Fus-east-1%2Fs3%2Faws4_request&X-Amz-Date=20200202T123909Z&X-Amz-Expires=3600&X-Amz-SignedHeaders=host&X-Amz-Signature=c5719f3425f0709f65a45e4cf8fc4af433f7d2716a8cbd8f8920b98324ad3e98Literacy; musicking; participation; performance; media mix
OlivaCostantinoThe Musical Ludo Mix of Taiko no TatsujinTransactions of the Digital Games Research Association; Vol. 5 No 2 (2021); pp. 131-1602021APhttp://todigra.org/index.php/todigra/article/view/118/167musical literacy; ludo mix; taiko; taiko no tatsujin; japan
O'MearaDanielRocksmith and the Shaping of Player ExperienceIn Michael Austin (ed.); Music Video Games: Performance; Politics; and Play (London: Boomsbury)2016ACRocksmith; rock; music education; pedagogy; guitar; music theory
OzawaJunkoLyman GambertonWaveform Wizard – An Interview with Composer Junko OzawaIn Melanie Fritsch and Tim Summers (eds) The Cambridge Companion to Video Game Music (Cambridge: Cambridge University Press); 52-582021ACNamco; Tower of Druaga; Galpus; Galaga 3; sound driver; wavesound generators (WSGs); Haruomi Hosono; album; soundtrack; waveforms
PaineGarthInteractivity; where to from here?Organised Sound 7/3; 295-3042002APhttps://www.cambridge.org/core/journals/organised-sound/article/interactivity-where-to-from-here/B6D0216390B1F0FE55111792055EA823dynamic music systems; sound art; interaction; object-oriented design
PalacinBaptisteLe rôle du son dans l'apparition de la peur dans le jeu vidéoEcole nationale supérieure Louis Lumière2013DM (M)http://www.expressivegame.com/le-role-du-son-dans-lapparition-de-la-peur-dans-le-jeu-video-2/empathetic videoludic fear; sound mise-en-scène; learning process
PaneyAndrewSinging video games may help improve pitch-matching accuracyMusic Education Research 17/1; 48-562015APfeedback; pitch-matching; video games; independent learning; Karaoke Revolution
ParkHyeonjinMelodies of Distant Realms: World Music in the Context of Video GamesMount Holyoke College2015DM (U)http://hdl.handle.net/10166/3680world music; sociocultural; ethnography; perception; representation
ParkHyeonjinUnderstanding the Musical Portrayal of the Desert in Video GamesUniversity of Bristol2016DM (U)environment; sociocultural; perception; representation
ParkHyeonjinThe Difficult; Uncomfortable; and Imperative Conversations Needed in Game Music and Sound StudiesJournal of Sound and Music in Games 1/1; 87-942020APintersectionality; representation; diversity; inclusivity
PasdziernyMatthiasGeeks on Stage? Inverstigations in the World of (Live) ChipmusicIn Moormann; Peter (ed.); Music and Game: Perspectives on a Popular Alliance (Wiesbaden: Springer VS)2013AC
PasinskiAmandaPossible benefits of playing music video gamesDoctoral Dissertation; University of Nevada; Las Vegas2014DDPsychology; Gamers; Music; Musicians; Non-musicians; Rock band; Video games; perception; cognition; skill
PaulLeonard J.An introduction to granular synthesis in video gamesIn Karen Collins (ed.) From Pac-Man to Pop Music: Interactive Audio in Games and New Media (Farnham: Ashgate); 135-1492008ACpure data; Max/MSP; granular synthesis; sound effects; car engines; fades; dialogue; crowd; ambient sound
PaulLeonard J.For the Love of ChiptuneIn Karen Collins; Bill Kapralos; Holly Tessler (eds.); The Oxford Handbook of Interactive Audio (Oxford: Oxford University Press)2014ACchiptune; chipmusic; Retro City Rampage; Open ModPlug Tracker; Famitracker; GoatTracker; Commodore 64; Nintendo Entertainment System; Demoscene; Gameboy; MOD Music; trackers
PaulLeonard J.Droppin' Science: Video Game Audio BreakdownIn Moormann; Peter (ed.); Music and Game: Perspectives on a Popular Alliance (Wiesbaden: Springer VS)2013AC
Peñate Domínguez F.“Heute gehört uns die Galaxie”: Music and Historical Credibility in Wolfenstein: The New Order’s Nazi DystopiaGame: The Italian Journal of Game Studies 6/12017APhttps://www.gamejournal.it/wp-content/uploads/2019/08/GAME_06_HearTheMusic_Journal_PenateDominguez.pdfludic-fictional worlds; historical video games; Nazism; myth; video game music; Wolfenstein.
PerezMatthewUndertale: A Case Study in LudomusicologyCity University of New York Queens College; 20172017DM (M)https://www.sssmg.org/wp/repository/undertale-a-case-study-in-ludomusicology/soundtracks; music composition; musicology; ethics; Undertale
PerronBernardGuillaume Roux-GirardEntre synchronisation et action: son et violence dans les jeux vidéo d’horreurIn Richard Bégin; Bernard Perron; and Lucie Roy (eds.); Figures de violence (Paris: L'Harmattan); 81-912012AChttp://www.creationsonore.ca/wp-content/uploads/2015/10/articles_bernard-perron_guillaume-roux-girard_entre-synchronisation-et-action.pdfsynchronization; horror; Dead Space; Condemned: Criminal Origins
PhillipsWinifredA Composer's Guide to Game MusicCambridge; MA: MIT Press2014BMcomposition; interactive music; games industry
PichlmairMartinFares KayaliLevels of Sound: On the Principles of Interactivity in Music Video GamesDiGRA '07 - Proceedings of the 2007 DiGRA International Conference: Situated Play2007ASmusic games; design; game mechanics; synaesthesia; performance; rhythm action
PichlmairMartinFares KayaliLevels of Sound: On the Principles of Interactivity in Music Video Gamespaper at Digital Games Research Association Conference2007AShttp://publik.tuwien.ac.at/files/pub-inf_4783.pdfmusic games; interactivity; game design; dynamic music; quantisation; synaesthesia; Guitar Hero;
PichlmairMartinFares KayaliPlaying Music; Playing Games - Simulation vs. Gameplay in Music-based GamesVienna Games Conference 2008 'Future and Reality of Gaming' (FROG); Vienna; October 17th-19th; 20082008AShttp://igw.tuwien.ac.at/fares/Fares_Kayali/publications/Entries/2008/11/24_Playing_Music;_Playing_Games_-_Simulation_vs._Gameplay_in_Music-based_Games_files/kayali_pichlmair_playingmusic.pdfmusic games; interactivity; simulation; performance; Guitar Hero; interface; game design; Huizinga; ludus; paidia
PlankDanaMario Paint Composer and Musical (Re)Play on YouTubeIn Michael Austin (ed.); Music Video Games: Performance; Politics; and Play (London: Boomsbury)2016ACMario Paint Composer; YouTube; fandom; participatory culture; nostalgia
PlankDanaFrom Russia with Fun!': Tetris; Korobeiniki and the ludic SovietThe Soundtrack 8/1-22015APTetris; Cold War; folk song; Korobeiniki; Russia
PlankDanaThe Penultimate Fantasy: Nobuo Uematsu’s Score for Cleopatra no Ma TakaraIn William Gibbons and Steven Reale (eds); Music in the Role-Playing Game (New York: Routledge); 76-962019AChttps://www.routledge.com/Music-in-the-Role-Playing-Game-Heroes--Harmonies/Gibbons-Reale/p/book/9780815369042JRPG; exoticism; Final Fantasy; Dragon Quest; orientalism; occidentalism; colonialism; post-colonial; Egypt; Koichi Sugiyama
PlankDanaBodies in Play: Representations of Disability in 8- and 16-bit Video Game SoundscapesDoctoral Thesis; Ohio State University2018DDhttp://rave.ohiolink.edu/etdc/view?acc_num=osu1543506274730883Video Game Music; Video Game Sound; Video Game Soundscapes; Soundscapes; Ludomusicology; Disability Studies; Music and Disability; Impairment; Musicology; Video Games; Disability
PlankDanaFrom the Concert Hall to the Console: Three 8-Bit Translations of the Toccata and Fugue in D MinorBach 50/1; 32-622019APhttps://www.jstor.org/stable/10.22513/bach.50.1.0032Fugues; Video games; Baroque music; Music transcriptions; Horror fiction; Composers; Pipe organs; Musical pitch; Sound design; Music scores
PlankDanaAudio and the Experience of Gaming: A Cognitive-Emotional Approach to Video Game Sound In Melanie Fritsch and Tim Summers (eds) The Cambridge Companion to Video Game Music (Cambridge: Cambridge University Press); 284-3012021ACLegend of Zelda; Super Mario Bros.; Metroid; Mega Man; arousal; cognition; physiology; attention; stimulus; habituation
PlutCalePhilippe PasquierGenerative music in video games: State of the art; challenges; and prospectsEntertainment Computing 332020APadaptive; generative; AI; Spore; No Man's Sky; No One Lives Forever; middleware; FMOD; Wwise
PlutCalePhilippe PasquierGenerative music in video games: State of the art; challenges; and prospectsEntertainment Computing 332020APhttps://doi.org/10.1016/j.entcom.2019.100337Ludology; generative music; algorithmic music
PolymeropoulouMarilouChipmusic; Fakebit and the Discourse of Authenticity in the ChipsceneWiderScreen 1-22014APauthenticity; chipmusic; chipscene; ethnography; fakebit
PowellAndrew S.The Musical Butterfly Effect in Until DawnJournal of Sound and Music in Games 1/4; 22-442020APhttps://doi.org/10.1525/jsmg.2020.1.4.22interactive drama; Until Dawn; narrative potential; survival horror; death stinger
Pozderac-CheneveySarahA direct link to the past: nostalgia and semiotics in video game musicDivergence Press2014APhttp://divergencepress.net/2014/06/02/2016-11-3-a-direct-link-to-the-past-nostalgia-and-semiotics-in-video-game-music/Nostalgia; Bastion; Fallout; Zelda; time; longing; popular music
QuirozIgnacioLa función metonímica de los sonidos en The Last Of Us: enfoque desde la teoría del conocimiento de RussellMonograph presented for National University of Litoral - Argentina2018BMhttps://www.academia.edu/37139745/La_funci%C3%B3n_meton%C3%ADmica_de_los_sonidos_en_The_Last_Of_Us_enfoque_desde_la_teor%C3%ADa_del_conocimiento_de_Russellthe last of us; russell; sound effects; metonymy
RambarranSharaVirtual Music: Sound, Music, and Image in the Digital EraNew York; London: Bloomsbury2021BMtechnology; virtuality
RauscherAndreasScoring Play - Soundtracks and Video Game GenresIn Moormann; Peter (ed.); Music and Game: Perspectives on a Popular Alliance (Wiesbaden: Springer VS)2013AC
RealeStevenChaos in the Cosmos: The Play of Contradictions in the Music of Katamari DamacyACT 22011APhttp://www.act.uni-bayreuth.de/de/archiv/2011-02/04_Reale_Chaos_in_the_Cosmos/index.htmlKatamari Damacy; music theory; music analysis; semiotics; kawaii; leitmotif;
RealeSteven B.Checkpoint!: The floodgates have opened. Report on the North American Conferences on Video Game MusicThe Soundtrack 8/1-22015AP
RealeStevenBarriers to Listening in World of WarcraftIn William Gibbons and Steven Reale (eds); Music in the Role-Playing Game (New York: Routledge); 197-2152019AChttps://www.routledge.com/Music-in-the-Role-Playing-Game-Heroes--Harmonies/Gibbons-Reale/p/book/9780815369042postmodernism; works; textuality; agency; MMORPG; temporality; chronology; leveling; raid; dungeon; Blizzard
RealeStevenOn the Roll of the Editor: A Response to Barnabas G. Smith Journal of Sound and Music in Games 1/4; 83-852020APhttps://doi.org/10.1525/jsmg.2020.1.4.83RPG; role-playing game; genre; Heroes and Harmonies; William Gibbons; editing
RealeStevenAnalytical Traditions and Game Music: Super Mario Galaxy as a Case Study In Melanie Fritsch and Tim Summers (eds) The Cambridge Companion to Video Game Music (Cambridge: Cambridge University Press); 193-2192021ACNintendo; variation; thematic analysis; Heinrich Schenker; Schenkerian; reductive analysis; harmony; theory; tonality; ursatz; structure; neo-Riemannian; transformational theory
RebillardFanny La structure des bandes-son de jeux vidéo et leur rôle dans l'immersion du joueur: points communs et différences avec les bandes-son de films; l'exemple de "The Legend of Zelda : Ocarina of Time"Université Paris IV Sorbonne2013DM (M)http://www.sudoc.fr/171830253The Legend of Zelda; history; leitmotive; cinema
RebillardFanny Les enjeux de l'archivage du son dans les jeux vidéoEcole Nationale Supérieure des Science de l'Information et des Bibliothèques2018DM (M)http://www.sudoc.fr/233059687interactivity; digital archives; records management; real-time; online communities
RedeckerBjörnSonja GanguinGamemusik und Geräusche – eine populäre Allianz für Game Audio Design der ZukunftIn Gabriele Hooffacker and Benjamin Bigl (Ed.): Science MashUp. Zukunft der Games. Wiesbaden: Springer Fachmedien Wiesbaden, p. 89–1002020ACsound design; musique concrète; noise; Inside
ReidGeorgeChiptune: The Ludomusical Shaping of IdentityThe Computer Games Journal (Online First)2018APhttps://link.springer.com/article/10.1007/s40869-018-0070-ychiptune; fandom; identity; play
ReiterUlrichPerceived Quality in Game AudioIn Mark Grimshaw (ed.); Game Sound Technology and Player Interaction: Concepts and Developments (Hershey; PA); 153-1742011ACQuality of experience; cross-modal interaction; stimuli; plausibility; interactivity; attention; salience model; experimental; interaction; audio domain; task; empirical
ReyherAdamIdea Bank: Popular Culture and Video Games as Tools for Music LearningMusic Educators Journal; Vol.100(3); pp.16-172014APlesson; school; teaching; theory; Rhythm Heaven Fever
RietveldHillegondaMarco Benoît CarboneHear the Music; Play the Game. Music and Game Design: Interplays and Perspectives.G|A|M|E n. 6/20172017BChttps://www.gamejournal.it/game-n-62017/composition; popular music; chip sound; verisimilitude; cross-fade; grime; Ness
RietveldHillegondaMarco Benoît CarboneIntroduction: Towards a Polyphonic Approach to Games and Music StudiesG|A|M|E n. 6/20172017APhttps://www.gamejournal.it/introduction-towards-a-polyphonic-approach-to-games-and-music-studies/game music studies; popular music
RietveldHillegondaMarco Benoît CarboneIntroduction: Towards a Polyphonic Approach to Games and Music StudiesGame: The Italian Journal of Game Studies 6/12017APhttps://www.gamejournal.it/wp-content/uploads/2019/08/GAME_06_HearTheMusic_Journal_Rietveld_Carbone.pdfmethdodology; musicology; game studies; ludomusicology
RietveldHillegondaAndy LemonThe Street Fighter Lady: Invisibility and Gender in Game CompositionToDiGRA Journal 5/12019APhttp://todigra.org/index.php/todigra/article/view/112gender; game music composition; Street Fighter; arcade game culture
RietveldHillegonda C. Andrew LemonFemale Credit: Excavating Recognition for the Capcom Sound TeamIn Melanie Fritsch and Tim Summers (eds) The Cambridge Companion to Video Game Music (Cambridge: Cambridge University Press); 376-3882021ACCommando; Bionic Commando; Ghouls 'n Ghosts; Gender; History; historiography; Tamayo Kawamoto; Harumi Fujita; ports; remakes
RobertsRebeccaFear of the Unknown: Music and Sound Design in Psychological Horror GamesIn K. J. Donnelly; William Gibbons; Neil Lerner (eds.); Music in Video Games: Studying Play (New York; London: Routledge)2014ACSilent Hill; horror games; Limbo; Dead Space; semiotics; identification
RobinsonCiaranGame Audio with FMOD and UnityNew York: Routledge2019BMFMOD; adaptive; middleware; implementation
RoesnerDavidAnna Paisley; Gianna CassidyGuitar Heroes in the Classroom: The Creative Potential of Music GamesIn Michael Austin (ed.); Music Video Games: Performance; Politics; and Play (London: Boomsbury)2016ACmusic games; performance; creativity; interaction; music education; flow
RoesnerDavidThe Guitar Hero's PerformanceContemporary Theatre Review; 21/3; 276-2852011APhttps://doi.org/10.1080/10486801.2011.585646Guitar Hero; virtuality; simluation; paratexts; reality; performativity; instruments; music games
RogersKateThe Sounds of "Pac-Man Fever": Intersections of Video Game Culture and Popular Music in AmericaCase Western Reserve University2019DDhttp://rave.ohiolink.edu/etdc/view?acc_num=case1559848783170242video game music; video game sound; arcades; fandom; soundscapes; sound studies; ludomusicology; music and technology; film music; novelty songs; technomasculinity
RoneVincentHistory and Reception in the Music of The Legend of Zelda PeritextsJournal of Sound and Music in Games 1/2; 44-672020APhttps://online.ucpress.edu/jsmg/article/1/2/44/106833/History-and-Reception-in-the-Music-of-The-LegendZelda; music; peritexts; reception; mythology
RossettiGregory JamesOverworlds; Towns; and Battles: How Music Develops the Worlds of Role-playing Video GamesRutgers The State University of New Jersey2019DDhttps://search.proquest.com/docview/2425886003Zelda; Dragon Quest; Dragon Warrior; Final Fantasy; RPG; JRPG; analysis
Roux-GirardGuillaumePlunged Alone into Darkness: Evolution and the Staging of Fear in the Alone in the Dark SeriesIn Bernard Perron (ed); Horror Video Games: Essays on the Fusion of Fear and Play (Jefferson; NC: McFarland & Co); 145-167.E1562009ACperception; staging; alone in the dark; horror
Roux-GirardGuillaumeSound and the Videoludic ExperienceIn Karen Collins; Bill Kapralos; Holly Tessler (eds.); The Oxford Handbook of Interactive Audio (Oxford: Oxford University Press)2014ACsound; listening; experience; Uncharted 2: Honor Among Thieves; Civilization IV; interactivity
Roux-GirardGuillaumeListening to Fear: A Study of Sound in Horror Computer GamesIn Mark Grimshaw (ed.); Game Sound Technology and Player Interaction: Concepts and Developments (Hershey; PA); 192-2122011ACHorror; emotion; fear; dread; meaning; sonic structure; gameplay; sound; reception
Roux-GirardGuillaume L’écoute de la peur: une étude du son dans les jeux vidéo d’horreur;Université de Montréal2009DM (M)fear; sound; horror games
SadoffRonald H.Scoring for Film and Video Games: Collaborative Practices and Digital Post-ProductionIn Carol Vernallis; Amy Herzog; John Richardson (ed.); The Oxford Handbook of Sound and Image in Digital Media (Oxford: Oxford University Press)2013ACfilm scoring; adaptive music; digital post-production; MIDI mockup; audio director; The Departed; The Lord of the Rings;
SandersTimothyPaul CairnsTime perception; immersion and music in videogamesConference paper BCS HCI 20102010AShttps://www-users.cs.york.ac.uk/~pcairns/papers/Sanders_HCI2010.pdftime perception; immersion; experience; game design; empirical; psychology; cognition;
SangerGeorgeThe Fat Man on Game Audio: Tasty Morsels of Sonic GoodnessIndianapolis: New Riders2003BMwritten by composer; compositional philosophy; biography; technique; history; technological development
Saura-ZiegelmeyerArnaud L’Antiquité et les jeux vidéo: représentations sonoresAntiquipop2018APhttps://books.openedition.org/momeditions/3359antiquity; representation; exoticism; Orientalism; Age of Mythology; Ancient Wars: Sparta; Rome: Total War
SchartmannAndrewMaestro Mario: How Nintendo Transformed Video Game Music into an ArtNew York: Thought Catalog2013BMNintendo; history; sound effects; arcade games; Super Mario Bros.; Metroid; The Legend of Zelda; chiptune
SchartmannAndrewKoji Kondo's Super Mario Bros. SoundtrackNew York; London: Bloomsbury2015BMSuper Mario Bros.; history; sound effects; conceptual metaphors; Nintendo Entertainment System; technology
SchartmannAndrewMusic of the Nintendo Entertainment System: Technique; Form; and StyleYale University2018DDNintendo Entertainment System; NES; Mega Man; modularity; loops
SchartmannAndrewCultural Imperialism in Capcom’s Mega Man SeriesJournal of Sound and Music in Games 2/1; 17-452021APhttps://doi.org/10.1525/jsmg.2021.2.1.17Nintendo Entertainment System; Keiji Inafune; Mega Man; imperialism; Japan
SchmidtBrian L.Designing sound tracks for coin-op games; or; Computer music for under $65.00Proceedings: 1989 International Computer Music Conference. San Fransisco: Computer Music Association; 273-276.1989ASarcade; composition; sound design; function; technology; sound chips;
SchützeStephanThe creation of an audio environment as part of a computer game world: the design for Jurassic Park - Operation Genesis on the XBOX"™ as a broad concept for surround installation creationOrganized Sound 8/2; 171-1802008APsound design; sound installation; space; soundscape; technology; surround sound;
SextroJustinPress Start: Narrative Integration in 16-Bit Video Game MusicUniversity of Missouri-Kansas City2015DMhttps://mospace.umsystem.edu/xmlui/bitstream/handle/10355/46700/SextroPreStaNar.pdf?sequence=1Chrono Trigger; Earthbound; Zelda; Narration; 16-bit
ShahHridayMugdha OberoiEffect of Video Game Music on Hand Dexterity Performance in Young AdultsInternational Journal of Current Research and Review 13/2; 39-422021APhttp://dx.doi.org/10.31782/IJCRR.2021.13206hand function; motor performance; rythmic auditory stimuli; bi-manual turning test
ShultzPeterMusic theory in music gamesIn Karen Collins (ed.) From Pac-Man to Pop Music: Interactive Audio in Games and New Media (Farnham: Ashgate); 177-1882008ACmusic theory; Dance Dance Revolution; Guitar Hero; analysis; teaching; timing; music games; Schenker; learning; flow; challenge; space; reduction
ShultzPeterRhythm Sense: Modality and Enactive Perception in Rhythm HeavenIn Michael Austin (ed.); Music Video Games: Performance; Politics; and Play (London: Boomsbury)2016ACRhythm Heaven; rhythm; meter; groove; music game
SitesJoshuaIt's no game: The effect of a generative music system on flow in video game playersMA Dissertation; Indiana University2016DMPsychology; Flow; Generative music; Music listening; Video games
SitesJoshua D.Robert F. PotterEverything Merges with the Game: A Generative Music System Embedded in a Videogame Increases FlowGame Studies 18/22018APhttp://gamestudies.org/1802/articles/sites_potterflow; generative music; GameFlow; algorithmic music; game design; music
SitesJoshuaRobert F. PotterEverything Merges with the Game: A Generative Music System Embedded in a Videogame Increases FlowGame Studies 18/22018APhttp://gamestudies.org/1802/articles/sites_potter flow; generative music; GameFlow; algorithmic music; game design
SittlerRyanThe effects of audio and gender within a 3D gaming environment on the achievement of different educational objectivesDoctoral Dissertation; Indiana University of Pennsylvania2015DDEducation; Audio; Educational games; Game design; Game development; Information processing; Music
SmithBarnabasRip & Tear: Deconstructing the Technological and Musical Composition of Mick Gordon's Score for DOOM (2016)Proceedings of the Australasian Computer Music Conference 20172017AChttp://barnabassmithmusic.com/wp-content/uploads/2017/12/BSmith_ACMC2017DOOM.pdfVideo Game; Music; DOOM; Composition; Score; Technology; Distortion; Guitar; First-Person Shooter
SmithJacobI Can See Tomorrow In Your Dance: A Study of Dance Dance Revolution and Music Video GamesJournal of Popular Music Studies; 16/1; 58-842004APDance Dance Revolution; fan culture; competitions; music games; party rap; PaRappa the Rapper; imitation games; rhythm games
SmithJenniferReview of Popular Music in the Nostalgia Video Game: The Way It Never Sounded; by Andra IvănescuJournal of Sound and Music in Games 1/2; 84-872020APhttps://online.ucpress.edu/jsmg/article/1/2/84/106831/Popular-Music-in-the-Nostalgia-Video-Game-The-WayPopular music; nostalgia; appropriation
SmithJenniferVocal disruptions in the aural game world: The female entertainer in The Witcher 3: Wild Hunt; Transistor and Divinity: Original Sin IIThe Soundtrack 11/1-2; 75-972020APhttps://www-ingentaconnect-com/content/intellect/ts/2020/00000011/f0020001The Witcher; Transistor; Divinity: Original Sin; gender; identity; performance; storytelling; disruption; voice
SmithJeremy W.“Wear People’s Faces”: Semiotic Awareness in Fan Adaptations of the Music from The Legend of Zelda: Majora’s MaskJournal of Sound and Music in Games 1/4; 45-752020APhttps://doi.org/10.1525/jsmg.2020.1.4.45semiotics; hermeneutics; remixes; adaptations; Zelda; analysis
SmithBarnabas G.Review: Music in the Role-Playing Game: Heroes and Harmonies; edited by William Gibbons and Steven RealeJournal of Sound and Music in Games 1/4; 76-822020APhttps://doi.org/10.1525/jsmg.2020.1.4.76William Gibbons; Steven Reale; RPG; role-playing game; ludomusicology; genre
SmithBarnabasMaking the Virtual Actual: A research model to understand music of contemporary open-world video gamesUniversity of Adelaide2019DDhttps://digital.library.adelaide.edu.au/dspace/bitstream/2440/122295/1/Smith2019_PhD.pdfopen-world; Diegesis; Grand Theft Auto; narrative; virtual ethnography
SmithJenniferWorldbuilding Voices in the Soundscapes of Role Playing Video GamesUniversity of Huddersfield2020DDhttp://eprints.hud.ac.uk/id/eprint/35389/soundscape; NieR; Transistor; Divinity; Final Fantasy; Witcher; agency; language
SmithJenniferVoices; Combat; and Music: Identity; Cameraderie; and Relationships in Final Fantasy XVJournal of Sound and Music in Games 2/22021APvoice; song; identity; combat; Final Fantasy; characteristics; characters
SmuckerPeterGaming Sober; Playing Drunk: Sound Effects of Alcohol in Video GamesThe Computer Games Journal 7/4; 291-3112018APhttps://link.springer.com/article/10.1007%2Fs40869-018-0069-4alcohol; sound studies; Chrono Trigger; censorship; drinking songs; Punch Out
SmuckerPeterReview of Bits and Pieces: A History of Chiptunes by Kenneth B. McAlpineJournal of Sound and Music in Games 1/1; 119-1232020APChiptune; chipmusic; chips; history; Korg; Nintendo; Atari; Spectrum; Commodore; trackers; Game Boy; Gameboy; fakebit
SoulierAdrien Musique et jeux vidéo: de l'interactivité d'un média singulierEcole nationale supérieure Louis Lumière2016DM (M)https://www.ens-louis-lumiere.fr/sites/default/files/2017-08/Soulier_Son_2016.pdfnarration; system; feedback; reward; interaction; fun
SporkaAdam J.Jan ValtaDesign and implementation of a non-linear symphonic soundtrack of a video gameNew Review of Hypermedia and Multimedia 42017APdynamic music; asset management; music production; Kingdom Come: Deliverance
StedmanKyleRemix Literacy and Fan CompositionsComputers and Composition 29/2 107-1232012APhttps://doi.org/10.1016/j.compcom.2012.02.002Remix; popular culture; technological literacy; Fandom; pedagogy; digital rhetoric
StevensRichardDave RaybouldDesigning a Game for Music: Integrated Design Approaches for Ludic Music and InteractivityIn Karen Collins; Bill Kapralos; Holly Tessler (eds.); The Oxford Handbook of Interactive Audio (Oxford: Oxford University Press)2014ACadaptive; dynamic; ludic music; form
StevensRichardDave RaybouldThe reality paradox: Authenticity; fidelity and the real in Battlefield 4The Soundtrack 8/1-22015APaudio; realism; authenticity; immersion; mediation
StevensJoshuaChild of the Elder Blood: A Semiotics of Folklorism in the Soundtrack of The Witcher 3: Wild HuntGames and Culture (issue yet to be assigned)2020APWitcher III; exoticism; ethnomusicology; semiotics; folk music; traditional music; culture
StevensRichardScores for high scores : addressing ludonarrative dissonance in video game music through integrated designLeeds Beckett University2016DDgame design; ludonarrative dissonance; adaptive music; dynamic music; synchornization
StevensRichardThe Inherent Conflicts of Musical Interactivity in Video Games In Melanie Fritsch and Tim Summers (eds) The Cambridge Companion to Video Game Music (Cambridge: Cambridge University Press); 74-932021ACvariables; synchronization; implementation; aesthetics; structure; transition; adaptive music; dynamic music; narration; interactivity
Stingel-VoigtYvonneFunctions and Meanings of Vocal Sound in Video GamesJournal of Sound and Music in Games 1/2; 25-432020APhttps://online.ucpress.edu/jsmg/article/1/2/25/106828/Functions-and-Meanings-of-Vocal-Sound-in-VideoVideo games; sound; voice; atmosphere; immersion; added value; flow; empathy
Stingel-VoigtYvonneSoundtracks virtueller Welten. Musik in VideospielenGlückstadt: Verlag Werner Hülsbusch (Dissertation Freie Universität Berlin, 2013)2014BMimmersion; dynamic music; narrativity; performativity; first-person shooter
StockburgerAxelThe Game Environment from an Auditive Perspective.In Level Up: Proceedings from DiGRA 2003.2003AShttp://www.stockburger.at/files/2010/04/gameinvironment_stockburger1.pdfspace; environment; perception; sound design; function; sound objects; acousmatic
StrankWillemThe Legacy of iMuse: Interactive Video Game Music in the 1990sIn Moormann; Peter (ed.); Music and Game: Perspectives on a Popular Alliance (Wiesbaden: Springer VS)2013AC
StroetgenStefanP(l)aying Music and GamesIn Moormann; Peter (ed.); Music and Game: Perspectives on a Popular Alliance (Wiesbaden: Springer VS)2013AC
StroudJoeThe Importance of Music to Anders Behring BreivikJournal of Terrorism Research; 4/12013APhttps://jtr.st-andrews.ac.uk/articles/10.15664/jtr.620/terrorism; background music; ambient music; ideology; music in everyday life; Age of Conan
StudleyThomasRichard Vella; Nathan Scott; Keith NesbittA definition of creative-based music gamesACSW '18 Proceedings of the Australasian Computer Science Week Multiconference2018AShttps://dl.acm.org/citation.cfm?id=3167921music games; creativity; EvoMusic; Soundrop
StudleyThomasJon Drummond; Nathan Scott; Keith NesbittEvaluating Digital Games for Competitive Music CompositionComputation in the Sonic Arts 25/1; 75-882020APhttps://doi.org/10.1017/S1355771819000487composition; music games; rhythm games; EvoMusic; System Usability Survey; interfaces; creativity
SummerlyRory K.Approaches to Game Fiction Derived from Musicals and PornographyArts 7/32018APhttps://www.mdpi.com/2076-0752/7/3/44fiction; narrative; storytelling; musicals; ludonarrative dissonance
SummersTimPlaying the Tune: Video Game Music; Gamers; and GenreACT 22011APhttp://www.act.uni-bayreuth.de/de/archiv/2011-02/02_Summers_Playing_the_Tune/index.htmlgenre; interaction; musical traditions; alone in the dark; fighting games; strategy games; musical analysis
SummersTimUnderstanding Video Game MusicCambridge: Cambridge University Press2016BManalysis; methodology; film music; aesthetics; immersion; dynamic music
SummersTimFrom Parsifal to the PlayStation: Wagner and Video Game MusicIn K. J. Donnelly; William Gibbons; Neil Lerner (eds.); Music in Video Games: Studying Play (New York; London: Routledge)2014ACWagner; The Dig; Loom; Halo; Final Fantasy VI; leitmotif; Monkey Island 2; iMUSE; metaphysics
SummersTimAnalysing Video Game Music: Sources; Methods and a Case StudyIn Michiel Kamp; Tim Summers; Mark Sweeney (eds.); Ludomusicology: Approaches to Video Game Music (Sheffield; Bristol; CT: Equinox)2016ACanalysis; Halo: Combat Evolved; methods
SummersTimVideo Game Music: History; Form and GenreUniversity of Bristol2012DDgenre; history; aesthetics; culture; semiotics; speech-act theory; adaptive music
SummersTimDimensions of Game Music HistoryIn Miguel Mera; Ronald Sadoff; and Ben Winters (eds); The Routledge Companion to Screen Music and Sound (New York: Routledge); 139-1522017ACgenre; generations; audience; concerts; reception; technologies
SummersTimMusic across the Transmedial Frontier: Star Trek Video GamesIn Michael Fuchs; Jeff Thoss (eds.) Intermedia Games—Games Inter Media: Video Games and Intermediality; 207-2312019ACStar Trek; transmediality; history; film music; television music; adaptation; science fiction
SummersTimMother/EarthBound Zero and the Power of the Naïve Aesthetic: No Crying Until the EndingIn William Gibbons and Steven Reale (eds); Music in the Role-Playing Game (New York: Routledge); 35-532019AChttps://www.routledge.com/Music-in-the-Role-Playing-Game-Heroes--Harmonies/Gibbons-Reale/p/book/9780815369042JRPG; Michael Nyman; Shigesato Itoi; Hirokazu Tanaka; Keiichi Suzuki; genre; school; education; realism; emotion; nostalgia
SummersTimMusic and the Video Game as Ritual EncounterNaxos Musicology Online2020APhttps://www.naxosmusicology.com/opinion/ritual-spaces-music-and-the-video-game-as-ritual-encounterRitual; space; theatre; museum; exhibition; Kentucky Route Zero; religion
SummersTimOpera Scenes in Video Games: Hitmen; Divas and Wagner's WerewolvesCambridge Opera Journal 29/3; 253-2862018APhttps://doi.org/10.1017/S0954586718000046Hitman; Assassin's Creed; classical music; Final Fantasy; Gabriel Knight; The Beast Within; Parasite Eve; phantasmagoria; performance; diegetic music; Beggar's Opera; Tosca
SummersTimThe Legend of Zelda: Ocarina of Time - A Game Score CompanionBristol and Chicago: Intellect2021BMperformance; interactivity; fandom; adaptation; implementation; earcon; auditory icon; interface; boss; ludic music; battle music; dungeon
SummersTimFantasias on a Theme by Walt Disney: Playful Listening and Video GamesIn Carlo Cenciarelli (ed.); The Oxford Handbook of Cinematic Listening (New York: Oxford University Press); 690-7112021AClistening; kinect; hearing; interactivity; playfulness; Disney
SummersTimVideo Games as Spaces for Musical Dialogic Education : 'Why are games good at teaching music; and what can we learn from them?'In Thomas Busch Peter Moormann and Wolfgang Zielinski (eds); Musikalische Praxen und virtuelle Räume (Muenchen: Kopaed); 53-64.2020ACeducation; school; lessons; Robin Alexander; dialogue; interactivity
SummersTim James Cook; Will Famer; Elisa Raffaella Ferrè; Lucy Harrison; Rich Hemming; Andra Ivănescu; Luke Reed; Flossie Roberts; Richard Stevens; Stephen Tatlow; Laryssa WhittakerMusic and Sound in Virtual/Augmented Realities – Questions; Challenges and Approaches: A Multidisciplinary RoundtableJournal of Sound and Music in Games 2/22021APVR; AR; virtuality; spatiality; diegesis; perception; proprioception; cybersickness
SvecHenryBecoming Machinic Virtuosos: Guitar Hero; Rez; and Multitudinous AestheticsLoading… 2/22008APpostmodern economics; performance; capitalism; Guitar Hero; Rez; empire
SweeneyMarkIsaac's Silence: Purposive Aesthetics in Dead SpaceIn Michiel Kamp; Tim Summers; Mark Sweeney (eds.); Ludomusicology: Approaches to Video Game Music (Sheffield; Bristol; CT: Equinox)2016ACaesthetics; Dead Space; avant-garde; Krzysztof Penderecki; Alien; The Shining
SweeneyMarkAesthetics and social interactions in MMOs: The gamification of music in Lord of the Rings Online and Star Wars: GalaxiesThe Soundtrack 8/1-22015APaesthetics; aesthetic experience; gamification; social interaction; Lord of the Rings Online; Star Wars Galaxies
SweeneyMarkAnalysing CrysisUniversity of Oxford2011DM (M)dynamic music; mobile form; Crysis; analysis; topic theory; aesthetics; aleatoric composition;
SweeneyMarkThe Aesthetics of Videogame MusicUniversity of Oxford2014DDhttps://ora.ox.ac.uk/objects/uuid:70a29850-0c0d-4abd-a501-e75224fa856aLudomusicology; Aesthetics; culture industry; Kirkpatrick; play; aleatory; aleatoric;
SweetMichaelWriting Interactive Music for Video Games: A Composer's GuideBoston; MA: Addison-Wesley2014BMcomposition; interactive music; middleware; industry
TafallaRichard J.Gender Differences in Cardiovascular Reactivity and Game Performance Related to Sensory Modality in Violent Video Game PlayJournal of Applied Social Psychology 37/9; pp. 2008-232007APpsychology; DOOM; gender; violence; soundtrack; heart rate; blood pressure; stress
TanSiu-LanJohn Baxa and Matthew P. SpackmanEffects of built-in audio versus unrelated background music on performance in an adventure role-playing gameInternational Journal of Gaming and Computer-Mediated Simulations; 2/32010APAudiovisual; Auditory; Cognitive Load; Interactive; Multimedia; psychology; controller; sources of sound
TanMarcus Cheng ChyeDisruptive VocalitiesAuditory Immersion in Punchdrunk’s The Drowned Man: A Hollywood Fable and First-Person Digital GamesJournal of Sound; Silence; Image and Technology (JoSSIT) 3; 94-1102020APhttp://jossit.tecnocampus.cat/index.php/jossit/article/view/26/70The Drowned Man: A Hollywood Fable; acoustic ecology; immersion; performance; soundscape
TateJames L.A Link Between Worlds: The Construction of Nostalgia in Game Music and Final Fantasy IXUniversity of Surrey2017DM (U)Final Fantasy IX; nostalgia; self-quotation; Nobuo Uematsu
TatlowStephenEveryone in SpaceWants to Hear You Scream: Toward a Framework for Understanding Player Voice in Virtual WorldsJournal of Sound and Music in Games 1/3; 15-342020APPlayer voice; game sound; immersion; virtuality; EVE Online
TeetselSarahMusical memory of the player; characters; and world of "The Legend of Zelda" video game seriesMasters Dissertation; Bowling Green State University2015DMLegend of Zelda; Memory; Bob Snyder
TekrøEven Ågrimsønn NæssPlaying the Sound of Silence: Immersion, Loneliness, and Analysis of Multimodal Intertextuality in 21st Century Video Game MusicUniversity of Oslo2018DM (M)immersion; loneliness; The Legend of Zelda: Breath of the Wild; No Man's Sky; Bloodborne
TesslerHollyThe new MTV? Electronic Arts and 'playing' musicIn Karen Collins (ed.) From Pac-Man to Pop Music: Interactive Audio in Games and New Media (Farnham: Ashgate); 13-262008ACMTV; Grand Theft Auto; licensed music; popular music; promotion; Steve Schnur; industry; marketing; copyright
ThomasChanceComposing Music for Games: The Art; Technology and Business of Video Game ScoringBoca Raton; FL: CRC Press2016BMcomposition; interactive music; games industry; textbook
ThomasM.Music in Video GamesThe International Journal of Urban Labour and Leisure 6/12004APoverview; industry; promotion; marketing
ThompsonRyanOperatic Conventions and Expectations in Final Fantasy VIIn William Gibbons and Steven Reale (eds); Music in the Role-Playing Game (New York: Routledge); 117-1282019AChttps://www.routledge.com/Music-in-the-Role-Playing-Game-Heroes--Harmonies/Gibbons-Reale/p/book/978081536904216-bit; JRPG; opera; classical music; Nobuo Uematsu; theatre; Handel; leitmotif; structure; theatricality; stage
ThompsonRyanInteractivity in Game Audio: Instances in Which Listening Improves a Player's GameplayUniversity of Minnesota2017DDhttps://conservancy.umn.edu/bitstream/handle/11299/194540/Thompson_umn_0130E_18922.pdf?sequence=1&isAllowed=yAudiosurf; Final Fantasy; Left 4 Dead; communication; information; earcon; audio icon
ThompsonRyanNACVGM 2020 Retrospective: Thoughts on Organizing a Digital ConferenceJournal of Sound and Music in Games 2/1; 70-762021APhttps://doi.org/10.1525/jsmg.2021.2.1.70Digital scholarship; communication; online presentation; conference organization
ThompsonRyanGame Music Beyond the Games In Melanie Fritsch and Tim Summers (eds) The Cambridge Companion to Video Game Music (Cambridge: Cambridge University Press); 409-4232021ACOverClocked ReMix; OCRemix; David Lloyd; fandom; fan culture; adaptation; remixing; albums; copyright; participatory culture
TigerGuillaumeSynthèse sonore d'ambiances urbaines pour applications vidéoludiquesConservatoire National des Arts et Métier2014DDhttp://www.theses.fr/2014CNAM0968granular synthesis; procedural sound; pure data; sound scape; sound design; field recording; virtual cities; sound effects
TinwellAngelaMark Grimshaw; Andrew WilliamsUncanny SpeechIn Mark Grimshaw (ed.); Game Sound Technology and Player Interaction: Concepts and Developments (Hershey; PA); 213-2342011AChuman; characters; speech; virtual characters; uncanny valley; sound; lip-synch; human-likeness; facial expression; cross-modal; fidelity; uncanniness
TobiasEvan S.Let's Play! Learning Music through Video Games and Virtual WorldsIn Gary E. McPherson; Graham F. Welch (eds.); The Oxford Handbook of Music Education (Oxford: Oxford University Press)2012ACmusic learning; music engagement; music education
TonelliChrisThe Temporary Avatar Zone: Pico-Pico Parties in TokyoIn K. J. Donnelly; William Gibbons; Neil Lerner (eds.); Music in Video Games: Studying Play (New York; London: Routledge)2014ACPico-Pico; YMCK; Japan; popular music; performance
TonelliChrisThe Chiptuning of the World: Game Boys; Imagined Travel; and Musical MeaningIn Sumanth Gopinath; Jason Stanyek (eds.) The Oxford Handbook of Mobile Music Studies; Vol. 2 (Oxford Oxford University Press)2014ACmobility; musical meaning; music scenes; Nintendo Game Boy; Gaston Bachelard; popular music; chip music; chiptune; Little Sound DJ
TonelliChrisGame Music and Identity In Melanie Fritsch and Tim Summers (eds) The Cambridge Companion to Video Game Music (Cambridge: Cambridge University Press); 327-3422021ACThe Last of Us; masculinity; Civilization IV; identification; disidentification; alterity; othering; class; affordance; diversity; subjectivity
TopracPaulAhmed Abdel-MeguidCausing Fear; Suspense; and Anxiety Using Sound Design in Computer GamesIn Mark Grimshaw (ed.); Game Sound Technology and Player Interaction: Concepts and Developments (Hershey; PA); 176-1912011ACemotions; experimental; empirical; fear; suspense; anxiety; Darwinian; James-Lange; cognition; social constructivist; diegetic sound effects; volume; timing; source; synchronization; acoustmatic; untimed
TremouillerMichel La musique des jeux vidéoUniversité de Bourgogne (Dijon)2004DM (M)http://www.sudoc.fr/158276388videogame music
TroiseBlakeThe 1-Bit Instrument: The Fundamentals of 1-Bit Synthesis; Their Implementational Implications; and Instrumental PossibilitiesJournal of Sound and Music in Games 1/1; 44-742020APchiptune; 1-bit; one-bit; ZX Spectrum; pulse pin method; pulse interleaving; timbre; polyphony; history
TsingosNicolasIsabelle Viaud-Delmon; David AllozaRéalité virtuelle : Simulation sonore en trois dimensions par Nicolas Tsingos. Phobies à l'épreuve du virtuel; entretien avec Isabelle Viaud-Delmon; propos recueillis par Dominique Chouchan. Le jeu vidéo est un produit de très haute technologie par David AllozaLes Cahiers de l’INRIA - La Recherche; INRIA; 2009; La guerre des trous noirs2009APhttps://hal.inria.fr/inria-00527609/document
TsukamotoMasanariMasashi Yamada; Ryo YonedaA Dimensional Study on the Emotion of Musical Pieces Composed for Video GamesProceedings of 20th International Congress on Acoustics; ICA 2010; 23-27 August 2010; Sydney; Australia2010AShttps://www.acoustics.asn.au/conference_proceedings/ICA2010/cdrom-ICA2010/papers/p918.pdfpsychology; congruency; experiment; pleasantness; excitation; semantic differential scales
VaculíkováJanaRocksmith 2014 Edition – Remastered: A Comprehensive Musical Game and Teaching ToolCollege Music Symposium ; Vol. 58; No. 2 (Fall; 2018); pp. 1-22018APhttps://doi.org/10.18177/sym.2018.58.sr.11404education; performance; tutor; guitar
ValenteAndreaCan Man with a Movie Camera Shoot Enemy Zero? Convergence and Transcoding in Michael Nyman’s Musical ScoresIn Claudia Georgi and Brigitte Johanna Glaser (eds); Convergence Culture Reconsidered. Media – Participation – Environments (Göttingen: Universitätsverlag Göttingen) 195–2072015AChttps://mediarep.org/bitstream/handle/doc/12929/Convergence_Culture_Reconsidered_195-207_Valente_Convergence_Transcoding_Michael_Nyman_.pdf?sequence=3transmediality; film; movies; borrowing; intermedia
van ElferenIsabellaGothic Game Music: Hyperreality HauntedIn Gothic Music: The Sounds of the Uncanny2012AChorror; gothic; Resident Evil; Silent Hill: Shattered Memories; Call of Cthulhu; uncanny; hyperreal; magic circle; Myst; Lost
van ElferenIsabellaSonic Descents: Musical Dark Play in Survival and Psychological HorrorIn Jonas Linderoth (ed.); The Dark Side of Game Play: Controversial Issues in Playful Environments.2015AChorror; dark play; Amnesia: The Dark Descent
van ElferenIsabellaAnalysing Game Musical Immersion: The ALI ModelIn Michiel Kamp; Tim Summers; Mark Sweeney (eds.); Ludomusicology: Approaches to Video Game Music (Sheffield; Bristol; CT: Equinox)2016ACanalysis; affect; literacy; interaction; immersion; Dead Space 2; Amnesia: The Dark Descent; Remembering
van ElferenIsabellaPerpetuum Mobile: Musical Virtual Worlds from Sound Recording to VideogamesIn Nicholas Cook; Monique Ingalls; David Trippett; and Peter Webb (eds.); The Cambridge Companion to Music and Digital Culture2017ACvirtual reality; musical immersion; mobile music; affect; embodiment; drastic
van ElferenIsabellaUn Forastero! Issues of Virtuality and Diegesis in Videogame MusicMusic and the Moving Image 4/22011APvirtuality; magic circle; flow; hyperreal; ludic; narrative; Guitar Hero; Resident Evil; intermediality; GPS; dynamic music; uncanny; diegesis
van ElferenIsabellaLudomusicology and the New DrasticJournal of Sound and Music in Games 1/1; 103-1122020APdrastic; gnostic; Carolyn Abbate; ludomusicology; musicology; critical theory; interactivity; play; phenomenology; liveness
van ElferenIsabellaVirtual Worlds from Recording to Video GamesIn Nicholas Cook; Monique M. Ingalls and David Trippett (eds) The Cambridge Companion to Music in Digital Culture2019ACimmersion; virtual world; reality; phenomenology; listening; drastic
van GeelenTimRealizing groundbreaking adaptive musicIn Karen Collins (ed.) From Pac-Man to Pop Music: Interactive Audio in Games and New Media (Farnham: Ashgate); 93-1022008ACfuture; adaptive composition;
van Nispen tot PannerdenThanSander Huiberts; Sebastiaan Donders; Stan KochThe NLN-Player: A System for Nonlinear music in GamesProceedings of the ICMC 2011; 31 July - 5 August 2011;2011AShorizontal resequencing; dynamic music; adaptive music
van TolRichardSander HuibertsThe Game Pulse - Timing Game Events and Music EventsKES Transactions on Innovation in Music 1/1; 170-1852013APhttp://nimbusvault.net/publications/koala/inmusic/358.htmltiming; nonlinearity; linearity; synchronization; dynamic music; adaptive music
VellemanEricRichard van Tol; Sander Huiberts; Hugo Verwey3D Shooting Games; Multimodal Games; Sound Games and More Working Examples of the Future of Games for the BlindInternational Conference on Computers for Handicapped Persons (Berlin: Springer); 257-2632004ASGlobal Position System; GPS; blind; impairment; FPS; first-person shooter
VeneriOlivierArchitecture d'un intergiciel pour la création sonore dans les jeux vidéoConservatoire National des Arts et Métier2009DDhttp://www.sudoc.fr/140626158Cue processing; sound designer; real-time music; sound design tool
Villarreal IIIArmandoThe Effects of Music on Gameplay and ImmersionMIT2009DM (M)experience; immersion; Gears of War; questionnaire; empirical; game design
VillepreuxTommasoLa musique dans le jeu vidéo: fonction et interactionUniversité Paris 8 Saint-Denis2014DM (M)role of music; interaction
VillepreuxTommasoLes stéréotypes genrés de la musique de jeux vidéoUniversité Paris 8 Saint-Denis2016DM (M)gendered stereotypes
VisiFedericoFrithjof FaaschMotion Controllers; Sound; and Music in Video Games: State of the Art and Research PerspectivesIn Duncan Williams and Newton Lee (ed.); Emotion in Video Game Soundtracking (Cham: Springer); 85-1032018ACinstruments; corporeality; motion; engagement; emotion; body; corporeality
WangGeThe World Is Your Stage: Making Music on the iPhoneIn Sumanth Gopinath; Jason Stanyek (eds.) The Oxford Handbook of Mobile Music Studies; Vol. 2 (Oxford Oxford University Press)2014ACiPhone; app; mobile phone; mobile music; social music; physical interaction design; Smule; Ocarina; Sonic Lighter;Leaf Trombone: World Stage; Stanford University; CCRMA.
WashburnMeganFoaad KhosmoodDynamic Procedural Music Generation from NPC AttributesFDG '20: International Conference on the Foundations of Digital Games; September 2020 Article No.: 15 Pages 1–42020AShttps://doi.org/10.1145/3402942.3409785non-player characters; non-playable character; NPCs; boss; generative music; dynamic music; adaptive music
WeiserMatthieu L’Ambiance narrative musicale de
Final Fantasy VII
Université de Poitiers2010DM (M)narration; Final Fantasy VII; Nobuo Uematsu
WerleXavierThe Music of World of Warcraft Lore of Epic MusicDoctoral Dissertation University of California; Los Angeles2014DDanalysis; epic music; Warcraft; Hans Zimmer; trailer; theory; blizzard; RPG
WeskeJörgDigital Sound and Music in Video GamesOnline Research Website2002ERhttp://3daudio.info/gamesound/history; technology; genre; dynamic music; interview
WesternGaryTop Score: The Evolution and Significance of Video Game MusicCSU Monterey Bay2011AShttps://garywestern.files.wordpress.com/2011/04/garywestern_topscore.pdfmusic games; history; function; technology; MIDI; culture; chip music
WhalenZachPlay Along - An Approach to Videogame MusicGame Studies 4/12004APimmersion; function; cartoon music; mickey mousing; narrative; Super Mario Bros.; Legend of Zelda; Silent Hill;
WhalenZachCase Study: Film Music vs. Video-Game Music: The Case of Silent HillIn Jamie Sexton (ed.); Music; Sound and Multimedia: From the Live to the Virtual (Edinburgh: Edinburgh University Press); 68-81.2007ACfilm music; musical function; silence; Silent Hill; horror; radio; static; adaptive music
WhartonAlexanderKaren CollinsSubjective Measures of the Influence of Music Customization on the Video Game Play Experience: A Pilot StudyGame Studies 11/22011APhttp://www.gamestudies.org/1102/articles/wharton_collinscustomization; customisation; experience; choice; psychology; Fallout; immersion; emotion; tactics; performance; playlist; personalisation; multiplayer; empirical; social
WhitmoreGuyA DirectMusic Case Study for Russian Squares for Windows XP Plus PackIn Todd M. Fay with Scott Selfon and Todor J. Fay (eds); DirectX 9 Audio Exposed: Interactive Audio Development (Plano; Texas: Wordware Publishing); 369-3862004ACadaptive music; puzzle games; compositional challenges; sound examples; audio design; case-study; written by composer
WhitmoreGuyA DirectMusic Case Study for No One Lives ForeverIn Todd M. Fay with Scott Selfon and Todor J. Fay (eds); DirectX 9 Audio Exposed: Interactive Audio Development (Plano; Texas: Wordware Publishing); 387-4152004ACinteractivity; adaptive music; dynamic music; transition; FPS; first-person shooter; horizontal resequencing; The Operative
WildeMartin D.Audio Programming for Interactive GamesOxford and Burlington; MA: Focal Press2004BMhow-to; music programming
WilhelmssonUlfJacob WallénA Combined Model for the Structuring of Computer Game AudioIn Mark Grimshaw (ed.); Game Sound Technology and Player Interaction: Concepts and Developments (Hershey; PA); 98-1302011ACIEZA-framework; audio building; film sound; affordance; Murch; Gibson; Huiberts; van Tol; layering; encoded; embodied' cognition' functionality; loudness; frequency range; F.E.A.R.; Warcraft III; Legend of Zelda; tollset; production; structure; game design document
WilliamsDuncanNewton LeeEmotion in Video Game SoundtrackingCham: Springer2018BCemotion; algorithmic composition; BCMI; cutscenes
WilliamsDuncanJamie Mears; Alexis Kirke; Eduardo Miranda; Ian Daly; Asad Malik; James Weaver; Faustina Hwang; Slawomir NasutoA Perceptual and Affective Evaluation of an Affectively Driven Engine for Video Game SoundtrackingComputers in Entertainment 14/32016APhttps://cie.acm.org/articles/perceptual-and-affective-evaluation-affectively-driven-engine-video-game-soundtracking/dynamic music; algorithmic composition; procedural music; emotional congruence; immersion; World of Warcraft
WilliamsDuncanAffectively-Driven Algorithmic Composition (AAC)In Duncan Williams and Newton Lee (ed.); Emotion in Video Game Soundtracking (Cham: Springer); 27-382018ACWarcraft; algorithmic music; generative music; arousal
WilliamsDuncanPhysiological Responses and Game MusicIn Melanie Fritsch and Tim Summers (eds) The Cambridge Companion to Video Game Music (Cambridge: Cambridge University Press); 302-3182021ACphysiology; biophysiological metering; biofeedback; emotion; affect; mood; MRI; fMRI; galvanic skin response (GSR); Electroencephalogram (EEG); biosensors; brain activity
WintersBenIdolizing the Synchronized Score: Studying Indiana Jones HypertextsIn Miguel Mera; Ronald Sadoff; and Ben Winters (eds); The Routledge Companion to Screen Music and Sound (New York: Routledge); 513-5422017ACLego Indiana Jones; film music; transmediality; John Williams
WoodSimonVideo Game Music - High Scores: Making Sense of Music and Video GamesIn Graeme Harper; Ruth Doughty and Jochen Eisentraut (eds); Sound and Music in Film and Visual Media: An Overview (New York and London: Continuum; 129-1482009ACTom Clancy's Splinter Cell; adaptive music; narrative; states; film music
WoollerReneAndrew R. Brown; Eduardo Miranda; Rodney Berry; Joachim DiederichA framework for comparison of processes in algorithmic music systemsGenerative Arts Practice (Sydney: Creativity and Cognition Studios Press); 109-1242005APgenerative music; dynamic music; algorithmic music; composition; middleware; software design
YamadaMasashiNozomu Fujisawa; Shigenobu KomoriThe Effect of Music on the Performance and Impression in a Video Racing GameJournal of Music Perception and Cognition 7; 65-76 (Japanese)2001APpsychology; experiment; racing game
YeeThomas B.Battle Hymn of the God-Slayers: Troping Rock and Sacred Music Topics in Xenoblade ChroniclesJournal of Sound and Music in Games 1/1; 2-192020APsemiotics; musical topics; topical troping; post-war Japanese history; religion in video games
YoungdahlErikPlay Us a Song: The Structure and Aesthetics of Music in Video GamesWesleyan University2010DM (U)http://wesscholar.wesleyan.edu/cgi/viewcontent.cgi?article=1500&context=etd_hon_thesesaesthetics; experience; immersion; dynamic music; atmosphere; Legend of Zelda; PaRappa the Rapper; Rock Band
ZdanowiczGinaSpencer BambrickThe Game Audio Strategy Guide: A Practical CourseNew York: Routledge2020BMimplementation; dynamic music; education; adaptive music; composing
ZehnderSean M.Scott D. LipscombThe Role of Music in Video GamesIn Peter Vorderer and Jennings Bryant (eds.); Playing Video Games: Motives; Responses and Consequences (Mahwah; New Jersey and London: Lawrence Erlbaum Associates; Publishers); 241-258.2006ACpsychology; genre; empirical surveys; communication; perception; musical options; applied aesthetics
ZénoudaHervéNouvelles organologies du sonore: les audio-games: La question des interfaces a-musicologiquesInterfaces numériques 1/3; 521-5452012APhttps://hal.archives-ouvertes.fr/sic_01759548audio games; interfaces; playability; synaesthesia; audiovisual
ZhangJiulinXiaoqing FuThe Influence of Background Music of Video Games on ImmersionPsychology & Psychotherapy 5/42015APimmersion; background music; questionnaire; King of Fighters

By continuing to use the site, you agree to the use of cookies. more information

The cookie settings on this website are set to "allow cookies" to give you the best browsing experience possible. If you continue to use this website without changing your cookie settings or you click "Accept" below then you are consenting to this.

Close